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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Snoob</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-12T07:54:47Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=480</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=480"/>
		<updated>2008-03-07T16:37:34Z</updated>

		<summary type="html">&lt;p&gt;Snoob: /* &amp;quot;American&amp;quot; English or Rest-Of-The-World English? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6619</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6619"/>
		<updated>2008-03-07T13:47:24Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Error, Possible Grammatical Error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the IBM Code-page 457 ASCII+Extended characters, which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the [[List of user tilesets|tileset list]]. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with it's own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
''''This section needs to be redone for the new DF version. Any Volunteers?''''&lt;br /&gt;
&lt;br /&gt;
'''VERY IMPORTANT:''' Before removing &amp;quot;, others?&amp;quot; at the end, make absolutely sure that there are no other uses for the tile, and ''always'' add it if you are not absolutely sure that there are no other uses for the tile. Any edits not following this rule will get reverted.&lt;br /&gt;
&lt;br /&gt;
Items marked with * can have their tile changed in the raw files.&lt;br /&gt;
Items marked with # can have their tile replaced by a [[graphics set]] image. This includes all non-vermin creatures (not sure about vermins).&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| Civilian dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| Military dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| Dimple Cups*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| Cut gems, large gems, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| Tower-caps*, Acacia trees*, Mangrove trees*, Maple trees*, quarry bushes*, others(no other tree)?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| Plump Helmets*, Oak trees*, quarry bush leaves*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| Stone, solid workshop tile for several workshops like the magma smelter, lakes in main map, caves in the main map, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the magma forge, tanner workshop, catapult cup, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| Well, bracelet, ant colony, millstone, quern, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, bags, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, amulet, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| Weapon rack (obsolete?) &amp;lt;!-- see checkmark symbol --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| Armor stands, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| Gems, coal, currency symbol, masterpiece quality symbol, spider webs, turtle*, 'sun' symbol in engravings, gear assemblies, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of ballista facing east, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| Cages, on-fire symbol, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| Mugs, largest elven cities?, some tree types, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| Restraints, whip vine, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| Logs, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge and aqueduct direction), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, bridge placement raising direction indicator, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge and aqueduct direction), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge and aqueduct direction), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered plants, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of ballista facing north, tree?, ramp, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange mood mark, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| Shrub, quotation marks, kobold's glowing eyes*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm, pits, Basalt wall, Sandstone wall, floor grates, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| Coins, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| Prepared food, unknown underground area, siltstone, working screw pump, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| Demons#, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough floors, unknown underground, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in bowyer's workshop, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| Ore, superior quality tags, key reference, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth floors, injured status, finely-crafted tags, text, indicates construction on level below, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough floors, unknown underground, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| Scepters, arrows in flight, well-crafted tags, keyboard reference, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough floors, text, unknown underground, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| Weapons, bolts, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| Coffins, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| Strawberries, Prickle Berries, plants (type?), snowstorms, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| Workshop(which ones?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  Stairs up, opening tag in some item names, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| Stockpiles, Flint Wall, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| Stairs down, closing tag in item names, arrowhead on broker precision page, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; indicator, looking for path(?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| Sheriff#, berserk dwarf#, adventurer#, fortress guard#, royal guard#, dwarven merchants#, caravan guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| Alligator#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| Cow#, camels# text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| Dragon#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| Elf#, elephant#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| Horse#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| Support, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| Leopard#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| Magma man#, mule#, muskoxen# text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| Trade depot post, detailing system, text, wall ends, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| Sasquatch#, giant desert scorpion#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| Human#, Unicorn#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| Bin, floodgate, shop post, nausea/winded/stunned/unconscious/migrant indicator, text, up/down stairs, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Asleep indicator, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| Clothes, armor?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Clothes?, armor?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| Trap, pressure plate (trap?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| Channel designation, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unknown underground, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| Antman?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| Batman?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| Cat#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| Dog#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| Frogman#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| Goblin#, Goat#, Gremlin#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| Harpy#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| Fire imp#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| Kobold#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| Mandrill#, mussel, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, working millstone, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| ratman&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| Snakeman#, Slugman#, Snailman, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| Troglodyte#, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| wolf&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone road, river, magma, fluids, dirt road, farm construction, sand, furrowed soils, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| Animal trap, low mountains on world map, part of mechanic's workshop?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| Mechanisms, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| Totems, text?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Region:Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| Idols, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| Toys, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| Coffers, Quivers, backpacks, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated levers, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| Bucket, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed hatches, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Ore in walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated levers, text, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| Cloth, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| Instrument, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered plants, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| Flask, waterskin, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| Ballista arrow tail for west-facing ballistae, decoration mark, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| Ballista arrow tail for east-facing ballistae, decoration mark, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, gases, workshop tiles(which ones?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, gases, workshop tiles(which ones)?, side tiles for catapult, window, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, gases, workshop tiles(which ones)?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld rivers, well chain/rope, rotating axles, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld rivers, top-right tile for Loom, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, part of bridge system, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls, Waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Walls, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Walls, bridges, waterfalls, wooden doors, axles, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Walls, bridges, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Walls, bridges, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld rivers, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers, top-left tile for Loom, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers, rotating axles, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| Doors, overworld rivers, (flashing) floor detailing/engraving in progress, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, catapult tile, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Walls, bridges, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Walls, bridges, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Walls, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Walls, bridges, planted fields, center catapult tile, axles, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Walls, bridges, fortifications, (flashing) wall detailing/engraving/fortifying in progress, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| Table, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| Chairs, bridges, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls, waterfalls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (metal? wood?)?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Some types of doors (metal?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld rivers, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege machine parts, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| Ballista, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| Fish, top-center fishery tile, meat (except?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| Leather, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| Weight symbol, tropical trees, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| Cabinet, some forts on overworld map (Goblin? Undead?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| Trap weapon, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| Anvil, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| Plants*(which?), crown, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| Pig tails*, Tower cap sapling others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| Sweet pods*, bloated tuber*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| Beds, something on the minimap (what is it?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| Statues, Dwarven cities on map, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| Earrings, kennel tile, restraints, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| Boulder, middle-right butcher tile, unmined andesite*, unmined pumice*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| Thread, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| Crossbow? Tile in bowyer's workshop, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| Bars, excellence quality symbol, zones, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished road, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow tree*, other trees?, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| Barrel, screw pump, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone road or bridge, river, lava, glop, fat, tallow, farm, vomit, [[Blood|blood]] pools others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| Ring, sea foam, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| Vermin*, object on lower level, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| Seeds, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| Weapon racks, tall grass in main map, tick (selecting production materials, confirmed items on manager window), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| Something in main map(what is it?), &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, chunks, small corpses, bone, shell, skins, skulls, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| Blocks, first image seen for a creature falling into the chasm, trees on level below, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9250</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9250"/>
		<updated>2008-03-07T13:45:16Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after [[wrestling]] practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanoes, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
Check the bay12games forums bug report subforum if you find something weird. Please use the search function!&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8968</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8968"/>
		<updated>2008-03-07T13:43:36Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows some for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.32a): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=5465reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=tileinfo_2.zip tileinfo.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33a): [http://kisskapsel.se/adjuststart.exe adjuststart.exe] [http://kisskapsel.se/heal.exe heal.exe] [http://kisskapsel.se/reveal.exe reveal.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33b): [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=4621adjuststart.zip adjuststart.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=2802heal.zip heal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=1725reveal.zip reveal.exe] [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=warp.zip warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33c): [http://no.shizzle.se/~rgibbed/v0.27.169.33c/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33c/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Outdated tools (v0.27.169.33d): [http://no.shizzle.se/~rgibbed/v0.27.169.33d/adjuststart.exe adjuststart.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/heal.exe heal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/reveal.exe reveal.exe] [http://no.shizzle.se/~rgibbed/v0.27.169.33d/warp.exe warp.exe]&lt;br /&gt;
&lt;br /&gt;
Most Current tools ('''v0.27.169.33e''', none for '''v0.27.176.38a''' yet, unless you use memory.ini for the '''v0.27.169.33e''' tools):&lt;br /&gt;
&lt;br /&gt;
'''Current version out of date? Have skills to find the newer addresses? [[User:Rick#memory.ini|Check Rick's user page for details on memory.ini]].'''&lt;br /&gt;
&lt;br /&gt;
=== adjuststart.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/adjuststart.exe Download adjuststart.exe] &amp;amp;nbsp; Modifies the starting number of dwarves and/or the starting points. &amp;lt;tt&amp;gt;adjuststart.exe &amp;lt;dwarves&amp;gt; &amp;lt;points&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instructions: type cmd in run, put in the location for adjuststart.exe, navigate to the DF main menu, change the starting dwarf number and points in this format: C:\location\adjuststart.exe 10 9999 (gives 10 dwarves, 9999 points) then hit enter.&lt;br /&gt;
&lt;br /&gt;
=== heal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/heal.exe Download heal.exe] &amp;amp;nbsp; Heals creature limbs (any creature you can highlight with V basically). You can optionally hurt a creature by specifying -hurt on the command-line arguments.&lt;br /&gt;
&lt;br /&gt;
=== reveal.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/reveal.exe Download reveal.exe] &amp;amp;nbsp; Makes as much of the map visible as it can (eg, it can't reveal unallocated map blocks)  Run while Dwarf Fortress is running.&lt;br /&gt;
&lt;br /&gt;
If you want to reveal the entire map, go to the furthest Z level down you can get to, and designate the entire bottom to be mined, then remove the designation, then run reveal.&lt;br /&gt;
&lt;br /&gt;
=== warp.exe ===&lt;br /&gt;
[http://no.shizzle.se/~rgibbed/v0.27.169.33e/warp.exe Download warp.exe] &amp;amp;nbsp; A creature warper, similar to teleport, but properly sets occupancy flags of the tiles with some limitations (eg: if there are multiple creatures on the source tile, the occupancy flag will still be unset).&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complement to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38b''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==DF Merge by Ikkonoishi ==&lt;br /&gt;
A quick and dirty utility to merge the DF data files together. I plan on making it scriptable so that you can use it to combine mods together easily and sort out any conflicts. Right now it is only useful to merge init files together for different versions of DF. Any values that are shared across the two files are combined with the values from the source overwriting the destination. You then click on the text to select it and copy it into the init.txt file of the new version. &lt;br /&gt;
&lt;br /&gt;
Get it at http://www.mediafire.com/?d3yosptjze0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allow you to compare even folders or just files and it highlight where lines are different so see what make files different. So that can see what you want merge into one file or not.&lt;br /&gt;
&lt;br /&gt;
Which is at http://winmerge.org/ to download it. [[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Snoob&amp;diff=38534</id>
		<title>User:Snoob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Snoob&amp;diff=38534"/>
		<updated>2008-03-07T13:41:50Z</updated>

		<summary type="html">&lt;p&gt;Snoob: New page: He's in your wiki checking your articles :o&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He's in your wiki checking your articles :o&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=477</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=477"/>
		<updated>2008-03-07T13:41:09Z</updated>

		<summary type="html">&lt;p&gt;Snoob: /* &amp;quot;American&amp;quot; English or Rest-Of-The-World English? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=476</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=476"/>
		<updated>2008-03-07T13:40:26Z</updated>

		<summary type="html">&lt;p&gt;Snoob: &amp;quot;American&amp;quot; English or Rest-Of-The-World English?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
 Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Axle&amp;diff=5058</id>
		<title>40d:Axle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Axle&amp;diff=5058"/>
		<updated>2008-03-07T13:36:16Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Axles''' are used to transmit power from a [[windmill]] or [[water wheel]] to a [[pump]] or [[mill]].  There are two types: vertical axles move power between [[z-level]]s; while horizontal axles move it around within a given level and can be resized using {{K|u}}, {{K|m}}, {{K|j}} and {{K|k}}. Axles consume 1 unit of [[power]] per tile. They can be resized to a maximum of 10 tiles long.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Horizontal axles can be constructed from the '''Machine Components''' ( {{k|b}} {{k|M}} ) screen with the {{k|h}} key. &amp;lt;!--(last key mentioned from possibly inaccurate memory)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Changing direction requires a joint in the axle, which must employ a [[gear assembly]].&lt;br /&gt;
* Axles also consume power to the tune of 1 point per tile, which encourages building your power sources close to the things they power.&lt;br /&gt;
&lt;br /&gt;
Axles require [[wood]] to construct. The number needed is determined by the materials formula, which states that if x is the number of materials needed and y is the number of squares in the axle/bridge/etc, x=(y+1)/4, rounded up. &amp;lt;!--This needs to be checked to make sure if it is the same as the old version and put in its own page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to transfer power between Z-levels ==&lt;br /&gt;
&lt;br /&gt;
After you have a [[gear assembly]] or [[windmill]] in place on Z=0, you need to switch to Z-1 and build a channel directly underneath. Then, build a vertical [[axle]] over the channel on Z-1. Then, you will receive power on Z-2. Rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
If using waterwheels on Z=0, make sure that underneath the gearbox on Z=0 is a channel. Then, on Z-1, directly below the gearbox, place either a channel and a hanging vertical axle (an axle with a channel under it, attached only to the above gearbox) if you want to use power on level Z-2, or just place a gearbox directly underneath the Z=0 gearbox with a channel between them, and you can use power on Z-1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stories&amp;diff=1058</id>
		<title>40d:Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stories&amp;diff=1058"/>
		<updated>2008-03-07T13:31:32Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors. I wonder how hard it is to use an apostrophe (:P).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The Situation Worsens===&lt;br /&gt;
(read the below introduction or just view the image with knowledge that this is my first fortress)&lt;br /&gt;
It was my second spring, and my already bad situation was becoming worse fast. After jumping into the world for the first time with my wiki-supported build, i was working my way through my first year. It was going relatively well, as far as I knew, but I was slowly running out of supplies. By the time the traders came for the first time I wasn't prepared. Though, driven by the knowledge that my meat supplies were already naught, I quickly build a trade depot and managed to trade a mechanism for a small portion of meat. Admittedly, I did not build these to trade them. Sadly the stone items I had crafted for trading were sacrificed to their dwarven leader due to a large misreading on my part. This is a mistake which, I can only assume, was the trigger for my problems in the future. As the trading caravan moved away I tried to prepare for a long winter with low supplies. My food quickly ran low and, left only with seeds due to a large farming accident involving a (poorly)controlled flooding system, most of my dwarven inhabitants were soon hunting for vermin to survive. Though my hope was diminishing I kept struggling to keep my team alive. One day as I was orchestrating their movements I glanced to the bottom of my screen, and to my amazement I read the words &amp;quot;Spring has arrived!&amp;quot;. I was not only delighted, but now filled with ideas and hope. So i began to work towards recovering, but because of my lacking knowledge and experience (not to mention the constant flooding of my farm), I could only maintain my current state. I worked along, but one day...&lt;br /&gt;
[[Image:damn.png]]&lt;br /&gt;
(I wasn't quite expecting the 18 new immigrants in the middle of spring...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===invasion of the ratmen===&lt;br /&gt;
It was the 3rd autumn of the dwarves expedition to this mountain. Every thing was great. They were trying to build over the monstrous magma river. All effort was put on getting the steel for the bridge. the outposts warrior was out getting wood for the winter. Then the ratmen came. the dwarves met them before. 2 or 3 at a time. This was the ratmen's final attack on the dwarves. 20 ratmen snuck up on them killing all but the dwarf far away. When He came back he went crazy, killing all, or so he thought. One last ratman snuck up and pushed the brave dwarf off the edge falling to his death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A harsh winter===&lt;br /&gt;
&lt;br /&gt;
It was a harsh winter, my barreled fish had run out all too soon. My Dwarfs were miserable, some had resorted to vermin. My fisherdwarf was being enterprising, fishing alone in the cavern stream. Unfortunately frogmen jumped from the icy waters and surrounded him biting and pummeling him. He was rescued but the event caused him to lose what little was left of his sanity. He began to start fist fights.  He started one with the metal worker, the fisherman's faithful dog interrupted him - he took out his cross bow and shot his only pet dead. (He was later killed by the rest of the dwarf clan.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A small problem===&lt;br /&gt;
&lt;br /&gt;
Sankis got that small problem after trying to flood a room:&lt;br /&gt;
&lt;br /&gt;
[[Image:Lolflood.jpg]](picture currently doesn't work)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Dog Dwarves of Inktin===&lt;br /&gt;
&lt;br /&gt;
In the year 1052 they arrived at the site of their future mountain fortress, hungry, tired, cold, and with a wagon full of dogs and rum. The rum was quickly drunk, but the dogs stayed with the dwarves as they carved out their home. The dogs... they multiplied. Soon they outnumbered the dwarves many times over. As a visitor in a passing caravan or as a new migrant, you'll find that their home is the safest in all the lands, being guarded by endless hordes of vicious wardogs. &lt;br /&gt;
&lt;br /&gt;
If you spent any time around them however, you'd find them a bit peculiar. They wore leather, lots of it. They made fine crafts of stone and bone... lots of bone. And their larders were always well stocked with meat that tastes unlike most meals that you'd find anywhere else. At that point a thought would strike you and you'd excuse yourself, edging your way out the dining room then running for the exit and your trading wagons, eager to flee, past the kitchen doorway, through which you'd see lots of adorable little puppies milling about a large slab, covered with blood and with a cleaving knife laid across it, a steady stream of bones and hides being borne out towards the workshops.&lt;br /&gt;
&lt;br /&gt;
They really do love their dogs at Inktin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parabolart's Carpenter===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Great. My carpenter got possessed and all he made was a wooden barrel. He gave it a name though!&amp;quot; -- parabolart&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Lunatic Child===&lt;br /&gt;
&lt;br /&gt;
Right before our second winter, a child was born - as his mother was attacked by a pack of frogmen at the well. Strategic parts of the ceiling collapsed on the frogmen and a pair of marksdwarves down the hall opened fire, slaying the intruders where they stood, even as the child Edem came into the world. Edem's mother, Lokem, died of thirst in the winter: she was so distraught over her rambunctious son that she never took a drink of water. At the beginning of the following summer (our third at Netdune), Edem was possessed by a fey spirit. Into a craftdwarf's workshop, he took a turtle shell and two rolls of cloth, one of pig tail and one of spider silk. A month later, he emerged a Legendary Bone Carver. In his Extremely Tough hand lie Onshenfikuk Dalkamkizest Ozor, or &amp;quot;Chantfields the Lean Zeal of Subtetly.&amp;quot; Edem had changed: he was Strong and Very Agile, and still less than a year old.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===My First Fortress===&lt;br /&gt;
&lt;br /&gt;
As I said, the fortress I'm playing is my first, and I assumed it was doomed. I never got farming going the first year, and I was low on food through the winter. I read here about slaughtering mules and horses, so I did that, and that helped. Although when the first horse was slaughtered like 6 dwarves gathered around and then were kind mopey about it having &amp;quot;witnessed death.&amp;quot; Then in early spring, when the farm got running (I never did make a working floodgate, but I just let the river flood my fields) I figured I might just make it. Then the frogmen came and attacked my farm. They struck down one of my peasants but the rest of the dwarves beat the frogmen with their bare hands.&lt;br /&gt;
&lt;br /&gt;
Then a trapper started throwing a tantrum. She was doing it in her sleep, so I look, and she was married to the dead peasant, AND had a miscarriage, so was distraught over that. I was going to put a door on her room and lock her in, but she got better. But then later on when the human caravan showed up (with nothing but food ) she went nuts again and struck down a peasant herself. Then she ran off next to the lake and I figured she'd mope herself to death.&lt;br /&gt;
&lt;br /&gt;
Nope. She eventually came back in and started hitting people. The carpenter smacked her right in the head (yellow!) and she finally went back to her room to lie down. I ordered a door put on her room but she went nuts when the laborer came by to do it and ran out (with a wounded head!) and smacked a jeweler in the head as well. Finally I got a door on her room, and when she went back in, I locked the door. So now she's in there raging and throwing tantrums, but I am NOT going to let her out. I've lost enough dwarves over all her PMS.&lt;br /&gt;
&lt;br /&gt;
''-- Doctor Zero (Aug 21, 2006)''&lt;br /&gt;
&lt;br /&gt;
Postscript: She eventually calmed down and hadn't thrown a tantrum for quite a while, so I started feeling bad for her. Who wouldn't go a little nuts after losing a husband and baby? So I let her out of her room, and she immediately runs down to the dining room and strikes down a peasant. Before I can do anything about it, a dog comes out of nowhere and rips off her arm and tears out her abdomen. She struggles with the dog for a while, rapidly losing strength. She finally slips unconscious. The dog, now tired from the struggle, proceeds to slowly (and I mean SLOWLY) tear her apart limb from limb right there in the entry to the dining room. It took so long, she woke up halfway through and started struggling with the dog, but only having one good limb at this point was kinda detrimental. She finally bled to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Secret Desire===&lt;br /&gt;
&lt;br /&gt;
A healthy colony of dwarves was bolstered by the arrival (as usual) in early fall of a metalsmith. She was a hearty and jolly spirit named Etur, and she worked hard to become a part of the thriving community. &lt;br /&gt;
&lt;br /&gt;
Soon after Etur arrived, a trader caravan of two mules was spotted in the distance, across the river. Unfortunately, that side of the river was also the domain of a crazy herd of elephants, and some vicious tigers. As the caravan drew closer, the elephants charged and stomped one of the mules and it's attendant. The rest of the caravan was scattered to the four winds, and the corpse remained with oodles of booty for looting laying out on the ground around the mule's corpse.&lt;br /&gt;
&lt;br /&gt;
After some quick raiders managed to bring some bolts of silk back to the fortress, Etur was entranced by the beautiful fabric. She thought of nothing more all day than getting herself a bolt and fashioning a dress, and maybe a collar for her cat. But the elephants and tigers across the river meant that salvaging anything from the corpse was risky.&lt;br /&gt;
&lt;br /&gt;
But one night, while the rest of the community lay snuggly in their beds, Etur and her cat set out towards the river. After crossing the bridge and seeing no Elephants in sight, Etur made a mad dash for the stash, kitty in tow. But just as she began to head back, silk tucked under her arm and cat chasing behind her,a rogue elephant came charging after her. She ran as fast as her stumpy little legs could take her. In a heartbeat, she was across the bridge and heading for home, but the elephant stormed across and stomped her into paste.&lt;br /&gt;
&lt;br /&gt;
As the insane pachyderm left her corpse behind, Etur's cat cuddled up at her lifeless feet. Her comrades remained asleep and did not find her body until the next morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Tragic Miner===&lt;br /&gt;
&lt;br /&gt;
Kol Sedilònul had a good life at the fortress of Atöllogem (translated as &amp;quot;Findpaint&amp;quot; in the human tongue).  She worked hard day in and day out at her mining duties, and attained the rank of Legend.  How could she have know that the day ònul Eraraban arrived at the settlement would be the beginning of the end for her?&lt;br /&gt;
&lt;br /&gt;
Despite the master's prohibition against hunting, ònul set out for the wilds immediately after arriving to see what beasts he could trap or kill.  Unfortunately, he decided to try his luck against a herd of gorillas.  Even more unfortunately, he lived through his massive head injuries and managed to crawl back to the barracks.&lt;br /&gt;
&lt;br /&gt;
For the next year, ònul spent his time tantruming in the corner bed, refusing to let his wounds heal.  One day he finally snapped, took up his crossbow, and shot three other dwarves before being put down by the highly trained swordsdwarves of Atöllogem.  One of those three was Kol.&lt;br /&gt;
&lt;br /&gt;
Though she took only a glancing blow to the head, Kol was never the same after that day.  She found herself losing consciousness on the way to the dig sites.  When she woke up, she would painfully crawl back to her bed, by which time she felt strong enough to go back to work, only to pass out again and again.&lt;br /&gt;
&lt;br /&gt;
On the final day of her life, Kol felt herself swooning.  She summoned all her rage, fought back against the darkness, and stayed on her feet.  She knew she couldn't go on like this... so she went straight to the only bridge across the cave river and dropped it out from under herself, frustrating the sheriff, who despite his best efforts couldn't shackle her drowned corpse. Kol had washed up on the far side of the river, just a few paces away from the newly dug tombs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Olon the Kinslayer, leatherworker of Yore ===&lt;br /&gt;
&lt;br /&gt;
So I barely made it through the winter. Didnt have to eat the dogs, but I was at the point where half my dwarves were hunting for vermin, while my few desperate fisherman fished up a storm from the underground river, and tried to clean the damn things at a pace to meet demand. Lost a dwarf to starvation, but made it to spring and finally got some crops in the ground. My early spring migrants doubled my population, bringing all sorts of useless talent (oh hurray... more jewelers...).&lt;br /&gt;
&lt;br /&gt;
The only solution of course was to make the jewelers hunters. Armed with the few crossbows I had around, or their fists, Olin and Edem set out to hunt deer. Edem has become a rockstar, [[wrestling]] 5-10 deer to death, occasionally deigning to fire fish bone crossbow bolts to do the job. Olin on the other hand got his ass handed to him, and is currently being starved to death in his room.&lt;br /&gt;
&lt;br /&gt;
Now then, this finally brings us to my story. As a result of having all this deer carcass to process, I set the butchery to repeat butcher, and rooted around to find my one novice butcher, and set him to work. A day or so later, tragedy strikes. &amp;quot;Olon Erithseneb has been taken by a fell mood! Olon Erithseneb has killed Vabok! Olon has claimed a butchery!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So here I am panicking a moment. As I take a look, it appears he entered his little craftsmen's trance, seizing the butchery for his holy/unholy work (already I am a little concerned). As my butcher was currently in there trying to butcher deer at a frantic pace, murder was obviously the answer.&lt;br /&gt;
&lt;br /&gt;
So after a day or so of dedicated work, Olon emerges victorious having created this:&lt;br /&gt;
&lt;br /&gt;
''    Olon Erethseneb has created Kessoshosh, a dwarf leather leggings!''&lt;br /&gt;
&lt;br /&gt;
Now unless I am misunderstanding this, his fey trance led him to murder a fellow countryman.... and create pants from his still bleeding corpse.&lt;br /&gt;
&lt;br /&gt;
Simply stunning. He is of course a legendary leatherworker now... I can only hope he will be happy working with more mundane materials in the future....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Goblin Siege ===&lt;br /&gt;
&lt;br /&gt;
In the early spring of 1058, the glorious dwarven fortress of Faththatthil, or &amp;quot;Sackautumn&amp;quot; to the merchants, entered the 6th year of its reign. Nearly 100 dwarves had hollowed a massive dwelling out of the sheer mountainside. Food and drink were in plenty, all dwarves were content, and children roamed the halls.&lt;br /&gt;
&lt;br /&gt;
Without warning, the Dwarves were suddenly besieged by a massive host of Goblins. The moat ringed the outside perimeter of the mountain, called Shantytown for its hodgepodge collection of workshops. There were three entrances, the North, South, and West bridges. All of the local soldiers were standing down, practicing archery, or sleeping in their beds. They were quickly roused by a call to arms. Dwarves ran through the halls, grabbing weapons, shoving on armor, drafting a militia.&lt;br /&gt;
&lt;br /&gt;
The ragtag group assembled on the West Bridge, guarded by a now ammo-less ballista. It's sole shot had been used to destroy a renegade carpenter, and had not been reloaded recently. First one squad arrived, then two, then nearby dwarves were drafted and sent to pick up crossbows. The defense looked like it had a chance. The goblin horde rolled across the plains, heading south along the river to the bridge. The goblins numbered at least 15, and were bringing foul dogs with them.&lt;br /&gt;
&lt;br /&gt;
By now all nearby dwarves had been enlisted, and they were standing grimly at the West Bridge. Only a handful of soldiers and an equal number of conscripted miners and carpenters were there. Kogan Keskalolin, the founder of Sackautumn, was at the head of the pack. A massive dwarf hefting an iron pick as though it were so little weight, he inspired the others. The Champion and Captain of Sackautumn remained inside, readying a secondary defense and patrolling the traps.&lt;br /&gt;
&lt;br /&gt;
The goblins came, blotting out the sky with arrows. Shafts rained down on the dwarves, piercing flesh and armor. The dwarves mounted a shaky charge, faltering under the horrific onslaught. One dwarf was down to arrows, now two, several more wounded and bleeding. Finally they reached the goblin lines, hacking and bludgeoning. Heads and limbs flew through the air, and the goblins routed. All of the fleeing goblins were cut down easily. Unfortunately a band of looting monkeys attempted to raid the battlefield, but the weary veterans quickly destroyed them.&lt;br /&gt;
&lt;br /&gt;
West Bridge was littered with the dead and dying, covered in fallen armor, weapons, limbs, and blood. Slain monkeys added a touch of humor to the macabre sight. Kogan Keskalolin, the Eldest Dwarf, had fallen in battle, and the Fortress mourned. &lt;br /&gt;
&lt;br /&gt;
All in all 11 goblins had been killed, with the loss of only 4 dwarves. The siege was lifted and the dwarves began replenishing their depleted army.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, only a few months later, the goblins returned. This time there was a full 30 of them, each bringing a pet beak dog with them. The ponderous Human caravan was brutally massacred and 30 dwarves were slain alongside it. The goblins were eventually killed after breaching the fortress and catching the attention of the fortress guard.&lt;br /&gt;
&lt;br /&gt;
The dwarves, sick of so much death, relocated to a new fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Doom That Came to Ghostgates===&lt;br /&gt;
&lt;br /&gt;
Ghostgates, the most staggering and impressive dwelling of the Dwarves&lt;br /&gt;
in all of Emeecamo, the Land of Prophecy, had a small amount of trouble&lt;br /&gt;
with its first captain of the guard. See, the dwarves of the Ghostgates&lt;br /&gt;
felt that amassing great wealth was a far more promising enterprise&lt;br /&gt;
than joining the Fortress Guard, so the Captain took out his loneliness&lt;br /&gt;
on the fortress' trade depot. Which had human merchants (and their&lt;br /&gt;
wares) currently occupying it.&lt;br /&gt;
&lt;br /&gt;
The Captain was eventually put down when the rest of the dwarves didn't&lt;br /&gt;
feel like coping with his bullshit, but as for the human&lt;br /&gt;
merchants...they just sat there. For years. Finally, they disappeared.&lt;br /&gt;
&lt;br /&gt;
Six years passed without a wagon caravan from the human civilization.&lt;br /&gt;
Four years of Ghostgates' hoards enlarging and caverns deepening. Its&lt;br /&gt;
cup runneth over with ale, and the tables were buried under platters of&lt;br /&gt;
plump helmets.&lt;br /&gt;
&lt;br /&gt;
And then the humans returned. At their head, a swordmaster, with about&lt;br /&gt;
forty troops in tow. No warning. Ghostgates paid for its hubris. The&lt;br /&gt;
token twelve military dwarves assembled at the ivory gates, brought&lt;br /&gt;
their crossbows to bear, and were promptly RENDED INTO PULP by the&lt;br /&gt;
human leader. He then proceeded to cut a swathe towards the river,&lt;br /&gt;
where he HACKED THE BRIDGE IN TWAIN, leaving horrified &amp;quot;east enders&amp;quot; to&lt;br /&gt;
starve while he painted the walls with the dwarves on the west side of&lt;br /&gt;
the river.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Town Astebkol===&lt;br /&gt;
&lt;br /&gt;
Town Astebkol was a dwarf fortress with a population hovering around a hundred dwarves. They have been at war with Damsto Rost, a powerful tribe of goblins, for most of the fortress’ existence. Astebkol has weathered three sieges, each more brutal than the last.&lt;br /&gt;
&lt;br /&gt;
====The First Siege of Astebkol====&lt;br /&gt;
	&lt;br /&gt;
The first siege was more of a raiding party than a true siege. About ten dwarves foolish enough to remain outside after the goblins were sighted were killed by crossbow bolts. The goblins then reached the main gates, which were, conveniently enough, left open. Their charge through the gates was blunted by a large array of traps, significantly reducing their numbers before Astebkol’s fortress guardsmen stepped in. Two guardsmen broke their charge, and then chased them back to the river and out of Astebkol territory, felling two thirds of the remaining goblins on the way. &lt;br /&gt;
&lt;br /&gt;
====The Second Siege of Astebkol====&lt;br /&gt;
&lt;br /&gt;
The second siege didn't go nearly as well. By this time, Astebkol’s population was nearing one hundred and twenty. A human caravan (with whom the dwarves were looking forward to some very profitable trade) had just arrived on the edge of Astebkol lands when Goblins were sighted. Uh Oh. The dwarves figured that the humans would have little trouble dispatching the goblins, and then the goblins’ equipment would be free for the looting. Instead, ten goblins riding powerful beak dogs arrived with a godlike shaman as their leader. They made quick work of the surprised humans and their wagons. &lt;br /&gt;
&lt;br /&gt;
The goblins charged forward across Astebkol’s bridge. A couple dozen dwarves were drafted and they prepared to retreat into the mountain stronghold when they noticed that the goblins had a second wave of beasts inbound, TROLLS. A brief skirmish was fought outside the gates, with dwarf marksmen picking off several goblins and war dogs throwing themselves at the goblins with reckless abandon. Then the trolls arrived. They quickly destroyed the many outdoor workshops before joining up with the remaining goblins. The goblins and trolls charged the gates of my fortress, destroying the gates that stood in their way with ease. Fortunately, the dwarves had upgraded their traps since the First Siege of Astebkol, and most of the invaders were butchered. Three trolls managed to flee after carrying out some additional random destruction. &lt;br /&gt;
&lt;br /&gt;
The dwarves took roughly twenty seven casualties in the battle, and lost almost all of their war dogs. Thanks to the work of the Captain of the Guards, tantruming dwarves were dealt with quite efficiently. In addition, the supplies from the destroyed human caravan were gathered by a river of dwarves flowing to and from the edge of the map.&lt;br /&gt;
&lt;br /&gt;
====The Third Siege of Astebkol====&lt;br /&gt;
&lt;br /&gt;
It looked like the end for Astebkol. Damsto Rost arrived for the third time, this time committing their entire army. Seventy-Seven goblins arranged in five war bands, all riding beak dogs, with multiple mace lords, sword masters, elite bowmen and a master lasher. Two of the war bands approached from the north, while the three others approached from the south. In addition, the master thief Zom Ngerxungodan, leader of Damsto Ross, appeared. If all this was not worrying enough, they brought another five trolls with them. &lt;br /&gt;
&lt;br /&gt;
The battle began in earnest outside the gates of Astebkol, lands which had already been bloodied by two previous sieges. Nearly half the dwarves of Astebkol died skirmishing with the goblins outside of the fortress. The skirmish appeared to have been worthwhile, though, as two groups of goblins and the master lasher retreated after being bloodied by them. &lt;br /&gt;
&lt;br /&gt;
The real fighting happened in the sleeping quarters and in the main hallway. The bulk of the trained dwarves were stationed at the end of a long row of traps behind the main gates. The goblins quickly took the gate and stormed down the hallway, taking some casualties from the traps. A fierce battle ensued at the end of the hallway, and most of the dwarves were killed in the fighting. The dwarves managed to wipe out one group of goblins that attacked there and sent another into a hurried retreat. After that, the trolls emerged from a side passage. They had stormed through a more southern entrance, wreaking havoc throughout the fortress. They were wounded by traps by this point, and did not survive long in combat with battle hardened dwarven soldiers.&lt;br /&gt;
&lt;br /&gt;
Another group of goblins invaded from an entrance near the sleeping quarters, where the many wounded were already being kept. The fortress guards and the captain of the guard (a sword master) were fortunately already in the area, and a bloody battle ensued. Many of the wounded were massacred in their beds before the fortress guards could defeat the goblins. In the end, only one dwarf remained of the ten brave fortress guards and their captain, a Hammer lord named Tekkud Kelonam.&lt;br /&gt;
&lt;br /&gt;
Only twenty seven dwarves survived the battle, most of which were wounded to some degree, were imprisoned in the jail or were nobles hiding in the dining halls. Goblin, dwarf and dog bodies littered the barracks, entryway, workshops and bedrooms of the fortress. There were far too many bodies for the few remaining healthy dwarves to dispose, and as a result, the stench of rotting corpses filled the fortress. &lt;br /&gt;
&lt;br /&gt;
Damsto Ross lost many of her warriors that day, and her leader was captured in the battle. However, with the dwarves so severely weakened, it was at best a Pyrrhic victory. Astebkol limps on with the aid of dwarven immigrants, but it will take years to return her to her former glory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oddom versus the Crocodile===&lt;br /&gt;
Oddom Dodókònul was mining to the east of the cave river, searching for ore and gems.  The farmland on the west side of the river was, at the time being, deserted, aside from a single stray cat.  Suddenly, in the center of the southern farm, a cave crocodile sprung from ambush!  More specifically, it was an injured cave crocodile.  More specifically than that, an ''unconscious'' injured cave crocodile.  I don't exactly understand how it sprung from ambush while unconscious, but apparently it had.&lt;br /&gt;
&lt;br /&gt;
Though the crocodile was perfectly harmless in its current state, its appearance at the very least frightened Oddom enough to give him pause in his endeavors.  So, Oddom was drafted into a one-man militia, and he bravely and expediently tackled the situation.  He did not miss a step as he walked right past the crocodile and finished the beast with a single blow from his trusty pick.  Then, with the (admittedly minimal) threat handled, Oddom once again returned to his work across the river.&lt;br /&gt;
&lt;br /&gt;
Of course, he left the crocodile corpse for someone else to clean up.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ingish Nailswords' Departure===&lt;br /&gt;
&lt;br /&gt;
A tale of a Dwarven Hero, who's birth was mired in the death of a fortress, much like a phoenix from the ashes, or a maggot from a corpse. Kontun was the name of the city destroyed, and Ingish Nailswords the Survivor. &lt;br /&gt;
&lt;br /&gt;
Ingish Nailswords was a dwarf ordinary and stout seeming at first. A miner of great skill, he was eternally at the head of the pack to go deeper into the mountain, crossing the great underwater river, the first to cross the great chasm, that his pick might dig out the emeralds that laid across, and he only stopped at the river of lava for want of a bridge to cross. His skill in war became evident when, with great majestic skill, he did fight three Macaques that emerged from the wilderness, managed to hold off with others of his mining team the teeming Toadpeople from the river, and in single combat slay a crocodile. Yet, he was no legend among the people, he was an old and weathered relic from the Founding of Kontun. &lt;br /&gt;
&lt;br /&gt;
Until the day the madness came. &lt;br /&gt;
&lt;br /&gt;
It was a sweet day in summer, sticky wild with life and food. The mountain hall was at ease, the smiths laboring to produce fine new swords to sell to the short lived men that would come to the mountain. The Captain of the Guard relaxed in his opulent quarters, confident and fat, idly admiring his fine masterwrought axe. The tavern was busy this night, with many a dwarf ruddy nosed and pleasantly half cotton headed. But there was one in this idyllic scene who clashed; who's very heart beat an unwholesome tatoo. Thikut Patternabbey was his name, and thrice cursed the day he was born. He was a man of crafts, an original akin to Nailswords, but where Nailswords sought the permanence of mined rock, Thikut could see only the immortality in history. He was a crafter of bone at first, carving and shaping the subtle soft frames of flesh, but when he mastered that, he wanted only more. He built halls, he blew glass, he sought status, he farmed, he fished, he brewed, he did everything a dwarf could do, mastering each and wanting more.&lt;br /&gt;
&lt;br /&gt;
Perhaps it was the envy of never getting the power that he wanted, that he would dare strike a bargain with the Fey. &lt;br /&gt;
&lt;br /&gt;
A great work he did, aye, a fine and impressive work, requiring ingredients a plenty. But oh, what terrible ingredients. &lt;br /&gt;
&lt;br /&gt;
Melbil Actedmetals was a fine dwarfess, stolid member of the community, in fact, the Representative of the Order of the Axe. How ironic that her child would be used to make the finest axe ever seen across the Mythical Lands of the Griffon. &lt;br /&gt;
&lt;br /&gt;
Her laments and cries of rage filled the fortress when she discovered her only beloved child dead, upon the floor of the bone crafter's shop, torn open and gutted like a fish. The criminal was nowhere near at the time, his white and red bone axe, Muzishdeler, &amp;quot;Martyred Steel&amp;quot;, clasped tight in his bloody hands. &lt;br /&gt;
&lt;br /&gt;
Twin killers, sparked by the same sin, one filled with glee, the other righteous rage, fell upon the fortress that night. Martyred Steel sang death and bloody joy to the ears of the unsuspecting dwarves, painting the halls and decorations bloody red. Actedmetals was in a berserk frenzy, lashing out at all that came across her. Slaying the Fortressguard, despite grievous injury, her gasping, torn and bloodied body leaning in the hallway, only too late could she see her son's killer, in his hands the bones of her beloved Otez. Slain among the bodies of those that she had killed in her terrible misdirected anger, one can only imagine the terrible crushing grief she had, before joining her son in the Allfather's hands.&lt;br /&gt;
&lt;br /&gt;
This entire time, Ingish had been alone, mining far, far, far down, in search of some new vein, some new challenge. He was unaware that the flames of chaos and war had consumed his beloved home.&lt;br /&gt;
&lt;br /&gt;
All around, the blood madness sang in dwarven hearts, halls splattered crimson again and again, as their minds, weakened with fear, succumbed to Muzishdeler's call. The Philosopher, Lanno, while trying to bring order was strangled to death by Ilral the Broker. The Duke Ilral Bodicedomains held a heroic last stand in his quarters, armed with naught but his fists against the mob of farmers baying for his blood. The Captain of the Guards, while trying to flee his doom was set upon by rabid Macaques, their terrible claws and piercing teeth ripping the living flesh off of his bones. &lt;br /&gt;
&lt;br /&gt;
Then, all was silent. &lt;br /&gt;
&lt;br /&gt;
The dying bled their last, joining the dead, while the fey possessed Thikut gazed on with joy upon his deeds, and walked out of the fortress, a rivulet of blood following him, crimson footsteps left behind on the grass. &lt;br /&gt;
&lt;br /&gt;
When Ingish came home to sleep, he paused at the doorway, the body of fair Melbil facing him, torn to pieces, a crude picture of an axe written in her blood. He paused considering the scene, and with heavy heart, closed her eyes and moved on to his quarters, where outside the dying House of Rash representative related the sorry tale. Ingish, again overcome, could do naught but pass on the fair fellow, stepping over the corpse of an unfortunate minor, and then got in his bed, and stared at the ceiling. Eventually, he fell to sleep, his world shattered.&lt;br /&gt;
&lt;br /&gt;
The next day, Ingish made an attempt at burying and cleaning the dead, looking for survivors, but soon realized it was futile. The burning brand of that day on his soul, Ingish turned aside, and left the fortress, never to return, axe in hand vowing revenge, and hoping one day, to meet the thrice damned Thikut, and slay him with the very instrument that he had betrayed his kith and kin with. &lt;br /&gt;
&lt;br /&gt;
Ingish still walks the world today, axe in hand, obsessively training and searching for the one that laid Kontun, &amp;quot;Master Door&amp;quot;, to waste.&lt;br /&gt;
&lt;br /&gt;
====The Real Story====&lt;br /&gt;
&lt;br /&gt;
Okay, this all stemmed from my most successful game of Dwarf Fortress, in which I grew really awesome at producing crafts and selling them to humans for food (I never could get the hand of farming.). Anyway, Thikut was my awesome dwarf, the one that I obsessed over the most because he proved really good at everything he did. Ingish, I sorta got in my head was the retarded one, who would only be good at mining. To make a long story short, Thikut got possessed by fey, made a really awesome axe, (And randomly killed a dwarf while making it, no, it wasn't a bone axe, but a guy died somehow in the process), then my friggin' awesome warrior Order of the Axe Representative went nuts, along with Thikut, and the entire fortress fell into a bloody mess. I lost track of Thikut, he might have died, but Ingish was the only survivor. I found it really funny that Ingish just sorta stepped over everybody's corpses and went to sleep. I watched for a day out of fascination, but Ingish didn't really get affected all that much by the death of everyone else in the fortress. So, a little peeved, I abandoned the fortress and started up Adventure mode. &lt;br /&gt;
&lt;br /&gt;
The same name pops up, of &amp;quot;Ingish Nailswords&amp;quot;. A fluke of luck to be sure, unless Toady sneakily put in some REALLY cool code thing, but I played him and am having immense fun in imagining the backstory of Ingish. Who knows, I might run into a Thikut Patternabbey soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Transmuted Greaves===&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs was possessed and I watched him intently. The last few little fellows had either flung themselves into the river or stripped naked and starved to death.&lt;br /&gt;
&lt;br /&gt;
He seizes my only Clothes Making shop, and sets to work gathering ingredients. I keep hoping that he won't hit a snag and sit in his shop pouting, but he diligently gathers materials. Oddly enough, he doesn't go for any rope reed cloth or silk thread, that stuff is for making pansy clothes. He goes for the big guns, gorilla leather, cat bones, and horse bones. Odd materials to be making simple clothes out of to be sure.&lt;br /&gt;
&lt;br /&gt;
He begins his mysterious construction, and I breathe a sigh of relief.&lt;br /&gt;
&lt;br /&gt;
A few days later he reveals his masterpiece-&lt;br /&gt;
&amp;quot;Seizedgreeds the Ace Duty of Glazes&amp;quot; a Gold Greaves.&lt;br /&gt;
&lt;br /&gt;
Wait, how did he forge golden armor out of leather and bone at a clothes makers shop? He didn't gain any legendary clothes making, leatherworking, bone carving, furnace operating, or armor crafting skill either, so I was fairly disappointed.&lt;br /&gt;
&lt;br /&gt;
Luckily the greaves are worth 112,800, which is roughly 1/4 the net worth of my fortress.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the dwarf who made these greaves had since passed away in some unfortunate accident, and they are now being worn by my Expert Marksdwarf. Hopefully they offer some ungodly amount of protection.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Kerligmosus===&lt;br /&gt;
&lt;br /&gt;
I have never been able to write narrative. However, taking screenshots at the same time every year proved within my capabilities, so here is a Pictorial Chronology of Kerligmosus, &amp;quot;Shellrooms&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Chronology of Kerligmosus]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Strange Case of Oddom Ulingmosus===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan came to Vabokilral, &amp;quot;Orbtreaty&amp;quot;, around the middle of the warm autumn that preceded the mild winter of our second year in the fortress.  As such caravans are wont to, they brought with them bodyguards, three axedwarves.  As one of these axedwarves, a certain Oddom Ulingmosus, came into view, so too did one of the many gorillas that roam our countryside.  To shoo it from the caravan, Oddom made haste to attack it with his axe.  He chased it a short distance before laying the finishing blow, at which time another gorilla came into view; Oddom hefted his axe and made chase again.  Eventually the caravan crossed the river bridge and came to our trading depot, where they sold us several types of food (they drove too hard a bargain for us to relieve them of their dwarven cheeses).  They left before winter came, and we went back to work.  It was the next spring when one of our hunters, seeking gorilla meat for our legendary dining room, noticed the ground on the opposite side of the river was dotted with dead gorillas in various states of decomposition, and all bearing axe-marks.  The cause was eventually discovered: Oddom Ulingmosus the caravan guard had been roaming the countryside all winter (thank the dwarven gods that we built in such a warm locale!) in a state of absolute madness, hacking into pieces any gorillas he saw, and it seems any leopards or jaguars when he had the time.  He still roams the plains, axe in hand and insensate with strange rage.  I fear he will not rest until he is dead or every gorilla on the plains has breathed its last.&lt;br /&gt;
(Sidenote: This dwarf is now Unbelievably Tough from this, and I hope he automatically takes it upon himself to be my first line of defense if I'm ever attacked from the west, because I'm pretty sure he could singlehandedly defeat my entire military in battle.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== How the Ultra-Mighty Have Fallen ===&lt;br /&gt;
&lt;br /&gt;
Id Smoothnessshot was as great a champion as the land had ever seen.  Her prowess in battle was legendary.  Her physique was flawless.  She could dwarfhandle an entire herd of elephants unarmed.  No foe had so much as winded the able Swordsdwarf for as long as anyone could remember.&lt;br /&gt;
&lt;br /&gt;
It was thus on one moonless night that her mighty ego bested her.  As a favor to the human mayor of Lakesvoiced, she had agreed to rid an ancient ruin of its evil ruler, Age Tomeslark.  However, she set out for the dire campus too late in the day, and was annoyed to find her quarry obscured by nightfall.  Rather than spend tedious hours combing the dewdamp earth for both her foes and the bejeweled trinkets that stirred their unbeating hearts, Id decided to disregard the low moans emanating from the unholy crypt and made camp instead.&lt;br /&gt;
&lt;br /&gt;
Id's ability to sleep was as titan as her prowess in battle.  Row after row of fleshless horrors descended upon the sleeping figure and rained blow after blow upon her until their bare bones threatened to unthread.  One or two even managed to raise the faintest of welts upon the flesh they so deeply resented.  &lt;br /&gt;
&lt;br /&gt;
Id might have lived to tell the tale if not for the enterprise of one osseous apparition which placed a clammy grip upon her sword arm and wrenched the blade out of her fingers.  Raising its prize above its head, the bloodthirsty being brought the traitorous blade down upon the bold dwarf's neck, banishing the champion to the mightiest sleep of all.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Batmen meet Wile E. Coyote===&lt;br /&gt;
When I reached the chasm, I bridged it as usual.  The batmen came, of course, and knocked a few hapless dwarves off of the bridge before I managed to widen it enough to keep the bungee-jumping to a minimum. After hearing tales of chaining guard dogs to keep them handy, I posted a few canine watchmen. The batmen continued attacking, of course, but now with an amusing twist: since the dogs were attacking the bats while the bats were still flying over the chasm, the bats would fall to their doom just a few seconds after being grasped by the dogs. Those poor, poor batmen.... did they learn nothing from Looney Tunes?&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Yes, very serene===&lt;br /&gt;
I had just started a new game. It was going pretty well, with my farm set up before the first summer and everything set up for the arrival of the first caravan. I had managed to make a few bone goods, hopefully to get a little more food out of the caravan.&lt;br /&gt;
&lt;br /&gt;
The caravan arrives as expected, with only one snag : a herd of unicorns. The mules and traders all pass through without fail, but the bodyguards decide that they need to remove this &amp;quot;roadblock&amp;quot; and cheerfully tried to massacre the offending herd. Try being to operative term.&lt;br /&gt;
&lt;br /&gt;
The caravan arrives at my trade depot, and start trading. Two bodyguards rejoin them, one having lost his life on the plains. One is wounded and the other didn't fight. Score for the other side : two dead unicorns.&lt;br /&gt;
&lt;br /&gt;
While going to the trading list, a few objects appear. The equipment of the dead dwarf. I end up trading two pieces of it back for the contents of the whole caravan. The merchants seem to think that's a good deal.&lt;br /&gt;
&lt;br /&gt;
Worse is : While going back, the only bodyguard not wounded decides that he needs to prove himself, and charges the herd. At odds of five against one. I don't need to tell you the result.&lt;br /&gt;
&lt;br /&gt;
The worst aspect is that : I chose this place for being &amp;quot;serene&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The madness of the Legendary Mason ===&lt;br /&gt;
Sigun Shislikot claimed a mason's workshop, eventually creating the finest table in all dwarfdom. Some time later, he was struck with inspiration anew, and claimed the same shop. However, he was unable to procure the bones necessary for his creation, and eventually was driven mad.&lt;br /&gt;
&lt;br /&gt;
He stormed into the dining hall and struck one of the soldiers seated at the main table. The soldier stood, threw Sigun into the chair opposite, and hacked his head off. Blood sprayed everywhere, coating the table and the floor. The soldier resumed his interrupted meal with his now headless table guest. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== I got better! ===&lt;br /&gt;
Bomrek Morulokil was just emerging from his room one day after a long sleep, when a cave crocodile sprang from ambush. The surprised miner managed to put a pick through the crocodile's head, but not before losing his left lower leg to the beast's powerful jaws.&lt;br /&gt;
&lt;br /&gt;
Anxious dwarves surrounded him. They carried him into his room and brought him water, and food, and eventually, Bomrek felt strong enough to stand again. He hopped out of his room and headed for the dining room. Another dwarf spotted him and dragged him back into his room, without a word. Bomrek demanded to know why he was being thrown in bed, but the dwarf simply muttered, &amp;quot;recover wounded&amp;quot; and left him.&lt;br /&gt;
&lt;br /&gt;
Bomrek rose again, and hobbled out into the corridor. He had not gone ten feet when another dwarf saw him, and dragged him into a different room. Protesting loudly, Bomrek was thrown in bed.&lt;br /&gt;
&lt;br /&gt;
Poor Bomrek has been unable to leave the dormitory area of the fortress without being dragged back to a bed to recover. No one believes him when he says that he is ok. He almost made it across the chasm bridge once, but an alert Fortress Guardsdwarf tackled him and threw him in the barracks.&lt;br /&gt;
&lt;br /&gt;
(Probably a bug, but hilarious)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Team Animal Squad===&lt;br /&gt;
&lt;br /&gt;
It was a peaceful day in the history of the dwarven outpost of Bibanbim, the 7 occupants sleeping cozily in their wooden beds, dreams of success and fame in their heads.&lt;br /&gt;
&lt;br /&gt;
Suddenly, out of the river, snakemen, 5 in all, rose out of the waters to feast upon these intruders.  And feast they would, if they had not run into one problem.&lt;br /&gt;
&lt;br /&gt;
Horses.&lt;br /&gt;
&lt;br /&gt;
The horses, willing to save their dwarven owners, charged towards the snakemen, killing two and wounding one by trampling them with their terrible hooves, however, a horse went down, and the others started getting injuries as well.  It seemed to be a stalemate.&lt;br /&gt;
&lt;br /&gt;
Until the Doggie Brigade arrived.&lt;br /&gt;
&lt;br /&gt;
The snakemen couldn't take it.  One tried to limp away, in sheer agony, before seeing that adorable, fuzzy face sink its teeth into an arm.  The snakeman screamed, and soon was no more.&lt;br /&gt;
&lt;br /&gt;
The next morning, the dwarves woke up to quite a sight.  There were 3 dead foals, a dead horse, a dead mule, 2 dead dogs and 2 dogs injured horribly.  However, despite the losses, the dwarves worked together to haul the corpses and clean the blood before any terrible miasma could set in.  Within moments, the fortress had returned to its normal, productive state.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Stampede===&lt;br /&gt;
&lt;br /&gt;
Once upon a time (24 Opal, 1057, to be exact), in the not-so-great dwarven stronghold Nilaval, &amp;quot;Hammerloved&amp;quot;, deep beneath the temperate mountains of Zilirushul Arkoth, there was a farmer named Vucar Rashbesmar.  Vucar was not a very good farmer, but for some reason the cow, Unib Ostardoren, had adopted him as her keeper.&lt;br /&gt;
&lt;br /&gt;
Unib was an ancient cow from a long line of noble and large cows.  Indeed, she was one of the very pair who had spawned the entire Nilaval herd, now some 80 strong.  Her sight was going and she gave little milk in her old age, but she was the matron of the herd, leading them around after her master, Vucar.&lt;br /&gt;
&lt;br /&gt;
Now, on this mid-winter day, there was little farming to be done.  All of the tallow was processed and stored in the strong and great dwarven barrels for the great winter, and all of the drink was brewed as well.  So Vucar had decided to lend a hand to the miners as they opened an exploratory passage across the rift, in search of the great magma flow or even a coal vein, since lumber was getting scarce.  Of course, Unib led her herd after him, much to the dismay of the miners as they squeezed past the cattle in the tiny passage and stepped in the leavings.  There was much muttering and moaning, but the miners kept their peace for the most part.&lt;br /&gt;
&lt;br /&gt;
Then suddenly from the rift sprang a terrible and vicious group of ant men!  The fiends cut down several miners where they stood, and proceeded down the passageway towards Vucar, slaughtering several more of his helpless friends.&lt;br /&gt;
&lt;br /&gt;
Vucar ran as fast as his stumpy dwarven legs could carry him, Unib and the herd on his tail.  But it was useless!  The dwarves, seeing the onslaught of ant-men coming towards the stronghold, had closed the great stone gates!  He was trapped.  He fell to his knees and quivered in fear as the ant men crossed the bridge, their legs clicking on the unworked stone floor, death in their eyes.&lt;br /&gt;
&lt;br /&gt;
But Unib was not so cowardly.  Her long life, dealing with cougars and groundhogs, had left her in a better position to deal with the threat than poor Vucar.  With a mighty bellow, she head-butted the lead ant-man so hard that his head popped off and flew backwards into the chasm behind him, spraying blood and icor all about.  Taking a cue from their matron, the rest of the herd charged into the fray amidst a chorus of mighty bellows, stamping upon the ant-men with their mighty hooves and goring them with their mighty horns.&lt;br /&gt;
&lt;br /&gt;
The battle was short.  In all, 13 ant-men fell, and not a single cow was killed.  The city gates were reopened, and Vucar and Unib returned to their kin, victorious, the only survivors.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A dark day===&lt;br /&gt;
&lt;br /&gt;
There was once a fortress called Urdimidok or Towerpoints some call it. This fortress lived through 2 years with only a minor food and lack of well problems. Everything was peaceful for the 65 dwarves that inhabited the fortress. The tunnels were dug deep. All the way to the magma river.&lt;br /&gt;
&lt;br /&gt;
Then on the 27 Hematite of Early summer in the second year of its founding, Urdimidok had a dark day. In that one day 4 waves of attacks came. Each from a different source. A fire imp came through the magma river burning the metalsmiths as they ran for saftey. A troll popped out of the chasm and began pounding everything in its way. A troglyte crawled from the [[well|wells]] and began terrorizing the dwarves near by and the Lizardmen came in a wave of 4 from the river stalking my farms.&lt;br /&gt;
&lt;br /&gt;
The fire imp was dispatched quickly by a near by sqaud but still burnt 2 from the squad of 5 dwarves. The troglyte was put down by some near by wardogs. At the price of one of the wardogs. The troll was not easily put down. It stormed through the main hall killing a squad leader towards the entrance where the human caravan was trading. With the human swordsmen help the troll was killed. The lizardmen how ever killed the sherif before being defeated.&lt;br /&gt;
&lt;br /&gt;
The dwarves lost some good dwarves this day. Indeed it was when the day ended. Just as the dwaves put the last corpse away some naked mole dogs sprang from an ambush killing three more dwarves before being killed by some wardogs.&lt;br /&gt;
&lt;br /&gt;
This is a bad day for the dwarves of Urdimidok.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Genius Does Not Float===&lt;br /&gt;
On a sad day for the Dwarven people of Angsturstrasp Sagus, the Plane of Dawning, a lone metalsmith was taken with the legendary mood of the fey. He cloistered himself away in the forge, the only workshop yet built on the east side of the river. But the metalsmith's fey mood was for naught-his brother dwarves, having already witnessed a metalsmith wither and die from being unable to find the ore he sought, watched him carefully. When none of the ores presented to him passed inspection, the dwarves knew what had to be done.&lt;br /&gt;
&lt;br /&gt;
The mechanic personally pulled the lever connected to the newly-installed &amp;quot;Instant Removal of Threat from Chasm Invasion System.&amp;quot; The stone floodgates opened, and the underground river poured forth, flooding everything east of the river and finally pouring into the chasm. The fey metalsmith died in the heights of his fey mood, spared a long death of suffering. Alongside him was the dwarf responsible for naming the stronghold's various defensive systems-an empty-casket funeral, as he mysteriously fell down the chasm with a mysterious bootprint on his back.&lt;br /&gt;
(Explanation: I had just rigged a system to flood any invasion from the chasm, and so when my metalsmith went into a fey mood and I couldn't provide the ore, I pulled the lever, drowning the fey metalsmith and nothing else. Sad, yes, but a better death than letting him berserk or starve himself.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ruspmon, &amp;quot;The Eternal Plane&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
All the stories of Ruspmon are listed [[Ruspmon|here]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Foul Masterpiece ===&lt;br /&gt;
&lt;br /&gt;
Likot Logemnokzam was an adept foodsmith who toiled long hours over the stove producing many a pleasing meal for his fellow dwarves.  Unfortunately, Likot's talents went unappreciated; the little philistines would usually pass over his creations for a shriveled bit of stale mushroom or a slab of raw horse meat.&lt;br /&gt;
&lt;br /&gt;
One afternoon, Likot was in an inspired mood.  &amp;quot;If it's plump helmets they want, it's plump helmets they'll get!&amp;quot;  He proceeded to mince the little purple caps with an expert hand, bringing out a host of subtle flavors previously undiscovered.  Baking them ever so delicately, Likot turned out a small batch of exquisite biscuits and loudly announced his deed to the fortress.&lt;br /&gt;
&lt;br /&gt;
His pride fell on deaf ears.  Even the fort's many stewards ignored his accomplishment, and the biscuits sat in the kitchen aside many other meals which were already moldering.&lt;br /&gt;
&lt;br /&gt;
The fortress keeper foresaw trouble.  If this masterpiece were permitted to rot, Likot would grow enraged and throw a violent fit right in the busiest part of the fortress.  The keeper doubled the number of stewards, hoping the biscuits would be transferred to the pantry, suitably preserved for later consumption.  But steward after steward ignored the biscuits, inexplicably reasoning that the fort's scattered seed stock was the highest priority.  Even Likot was seduced by this reasoning, strolling off to gather a seed instead of packing up the biscuits.&lt;br /&gt;
&lt;br /&gt;
The mold on the other meals flourished.  Surely at any instant, the prize biscuits would follow suit.  And while dwarves had a great appreciation for lush beards, they did not seem to appreciate the green beard that had graced many a neglected dish of Likot's.&lt;br /&gt;
&lt;br /&gt;
In desperation, the fortress keeper ordered the kitchen dismantled.  There was a small chance the commotion would attract the stewards' attention to the kitchen again.  Likot answered the call, and set to breaking down the workshop.&lt;br /&gt;
&lt;br /&gt;
Lo and behold, the day was saved!  As the kitchen's contents were removed, the biscuits were absent-mindedly placed in an adjacent pantry.  The threat of mold was stemmed, and Likot was still able to hold out hope that some day a ravenous dwarf would come across his creation and experience fungal nirvana.&lt;br /&gt;
&lt;br /&gt;
To this day, the biscuits remain untouched.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The Lucky Trapper===&lt;br /&gt;
&lt;br /&gt;
Reg Rakustunib was never a popular dwarf. All of her peers at dwarf trapper school made fun of her for her name in the human tongue: &amp;quot;Tombpages.&amp;quot; As such, she spent most of her time with the dogs, practicing her animal care. Her crossbow went neglected.&lt;br /&gt;
&lt;br /&gt;
One day, she hears rumours the the three-year-old fortress &amp;quot;Spikespaddle&amp;quot; had an overpopulation of stray dogs. Seeing a chance to restart her life, she sets out with a bunch of other migrants the next spring. Disappointment awaited her. There were only seven dogs there, all of them trained and assigned to the local military. She felt neglected. Nobody wanted to give her some work. All the other dwarves thought her a mere nuisance. Finally, fed up with her pesterings, the legendary miner Kib Enshalgusil tells her to go hunting, fully aware that the large herds of elephants have been known to kill.&lt;br /&gt;
&lt;br /&gt;
Reg, of course, knew nothing of elephants, and she evidently had not seen the bas-reliefs in the dining room depicting the death of a metalsmith the year of the fortress' founding. She never even visited the graveyard to visit the poor smith's coffin. &lt;br /&gt;
&lt;br /&gt;
Desperately wanting to gain acceptance in her new home, she picked up her unused crossbow and journeyed into the bright spring morn. She wandered about for days, baffled as to the absence of any game. Then, one fateful day she abruptly found herself standing a stone's throw away from a herd of mighty elephants. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did I not notice them?&amp;quot; she said. The thoughts soon dissipated as she saw her opportunity for fame and fortune. She lifted her unwieldy weapon, and for the first time in her life, fired a crossbow bolt.&lt;br /&gt;
&lt;br /&gt;
The gods were with her that day! The fateful bolt sped true, striking an elephant in the chest, mangling both its lungs and its heart. The beast fell with a great trumpeting and slumped a few feet before life departed it. The other elephants, seeing their come-uppance in this ugly little dwarf, fled their assailer.&lt;br /&gt;
&lt;br /&gt;
Reg, burning with awe and pride, forgot to return her kill. She thought she had a magic crossbow. Seeking to test her theory, she chased after the retreating elephants, but poor Reg, her luck abandoned her, and her next bolt merely angered a great beast, who then unceremoniously crushed her leg.&lt;br /&gt;
&lt;br /&gt;
But by that time, a farmer had already retrieved the dead elephant and had pieced together the series of events. The news spread quickly. When Reg did not return to dine from her kill, Kib, the miner who sent her out in the first place, departed to seek her out. He found her crawling about, still trying to make another kill. He gently picked her up and returned her to the barracks. She lay there to this day, recovering and enjoying praise from her new friends, for in her they found the vengeance that, for all their toils, were unable to get for the fallen metalsmith.&lt;br /&gt;
&lt;br /&gt;
===Last Stand of the Ratmen of Akrulbudam===&lt;br /&gt;
&lt;br /&gt;
It was the year 1065, the dwarves of Akrulbudam had been at war with the ratmen for over 10 years now. Much blood had been spilled on either sides, tragedies were the most common sight in the kingdom. Many a great swordsman and marksdwarf had succumbed to their might, and fallen into the abyss, never to be seen again. It was time to end the war, preparations had been made, but it was never fully decided whether or not to continue looting from the dead ratmen, as a source of trade, or extinguish their race for ever and begin an era of prosperity and peace. The last lever was built, and linked to. Only one task remained before the lever were to be pulled and engulf the ratmen in the flames of wrath ; removing the floodgate which had kept the ratmen at bay and stopped them from a northern invasion which would have endangered the metalsmithing dwarves of the north east. But the dwarves realized a better solution would be to simply mine around it, creating more space for the lava to flood through and hastening the defeat of their foes. Several miners went in through the tunnel which soon would never be tread upon again, and dug out areas, breaching the walls that had stop the ratmen for so many years. Time was of the essence, if they did not hurry, ratmen would take their opportunity, spring from the chasm and continue their pillaging. Several walls of rock were knocked down, but more will still to be removed if they wanted the ratmen gone quickly. As Alath, Monom and Dumat walked towards the mining locations, about to finish the job, what they had feared would happen, happened. Six ratmen, lead by a named ratmen Ounl, jumped out and attacked Alath, surrounding him quickly. Monom and dumat were still some distance from him, and seeing his arms and limbs ripped from him, they fled, as any dwarf would have. Two of the ratmen stayed to feast, while the bulk of them chased the eye witnesses who would report their discoveries. Remembering that the lever was working, Monom quickened his speed through the long narrow tunnel, already deciding the fate of 2 dwarves was a lesser evil compared to the lives of all the dwarves that could be spared if he did this one dark deed... Monom took the right exit out of the tunnel, for staying left would have only been a dead end at the floodgates to the magma flow, which soon would be opened anyway - a very unpleasant location to be at for the time. Dumat, sensing what Monom had planned, also began to run faster, trying to get out before it was too late, but Ounl and his rats were close on dwarves. Monom made it out and ran right around the corner, where the lever had been conveniently placed. Dumat was still far away when Monom reached the lever, and had not made much progress once it had been pulled. Dumat recognized the sounds of the gears moving, of what it meant, that a floodgate was opening, and he knew exactly which one based on how close it was. His heart racing, he made it out of the cave, turned around and tightly closed the now forbidden door that the ratmen were about to enter. Not a moment too soon either, for the lava had been making its way, at a surprising rate, towards the hallway. Despite his vicious clawing and pounding, Ounl could not break down the large stone door that had sealed his fate. The magma rushed through the hall, and as Ounl stared at his fate while his comrades fled, he realized the pointlessness to all the war he had waged on the dwarves, accepted his fate, and let the magma engulf him in a firey unforgiving wave of retribution. The magma continued, devouring the remaining ratmen, and ending Alath's missery before the ratmen could eat more of him. It was the beginning of the end for the ratmen. They would no doubt continue to attack the dwarves from the exit at the bridges, but soon their home would be no more, their holes, filled with molten rock, and their race would be gone for ever...&lt;br /&gt;
----&lt;br /&gt;
=== Fortress Paintrag ===&lt;br /&gt;
The founder's log of [[User:Jellyfishgreen/Fortress Paintrag|Fortress Paintrag]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Colossus of Otambomruk &amp;quot;Nosewhip&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
A masterpiece of a bronze statue stands watch over the twin bridges of the mighty frozen river. It is a herald of our might. Those who cross these bridges know that they will face the warriors of Otambomruk, and their fate is heralded by this monument to our vengeance. This statue was not always immobile. Once, it was a living creature, a bronze Colossus that went by the terribly pleasant sounding name Nepema Omiceledo Relemeraca.&lt;br /&gt;
&lt;br /&gt;
It was Autumn of 1058 when Nepema Omiceledo Relemeraca entered our valley. At first, all was well and quiet. The beautiful beast was a marvel: twenty feet tall and with the face of a king. It's metal gleamed so bright in the faint sun of our wintry home that we were blinded. We thought it a friend. It was not to be so.&lt;br /&gt;
&lt;br /&gt;
A simple fox disturbed the fiend's gentle repose. It bounced across his lap, and Nepema Omiceledo Relemeraca took great offense. It was here that the monster's true character was revealed. For we have learned that precious metal a good heart does not make. Nepema Omiceledo Relemeraca took alight and charged the fox, chasing it back and forth across the valley. Loki bless its soul, the fox was too quick for the monster, and was never caught.&lt;br /&gt;
&lt;br /&gt;
But the sight of the metallic monstrosity striding across our land was too much for our excitable war dogs to ignore. Two charged it. We heard the colossus chuckle, and then howl, as one of the dogs tore out his right eye with teeth that surely were adamantite. Nepema Omiceledo Relemeraca erupted into a furious rage. He smashed one dog into the ground, and severely wounded the other.&lt;br /&gt;
&lt;br /&gt;
The wounded dog began a pathetic escape to our fortress door. Nepema Omiceledo Relemeraca never slowed in pursuit. When the gate was reached, several of our Royal Guard were napping outside (as is their habit). Eventually roused from their slumber by the earth shaking steps of the colossus, they attacked, barehanded but with dwarven spirit. Their wrestling talents would not bring this monster to bay, and they were quickly dispatched.&lt;br /&gt;
&lt;br /&gt;
Now Nepema Omiceledo Relemeraca was truly upset. He began to pound at our doors. We assembled all of our military. We drafted all carpenters who knew their way around an axe, and all miners handy with a pick.&lt;br /&gt;
&lt;br /&gt;
We fought.&lt;br /&gt;
&lt;br /&gt;
The Colossus broke through. Many brave recruits, eager to prove themselves, exploded in fury at its feet. They lived short but legendary lives. Our Marksdwarves took up strategic positions and fired bolt after bolt into the creature. Our well-trained Swordsdwarves, veterans of a goblin invasion and killers of many wolf packs, moved in.&lt;br /&gt;
&lt;br /&gt;
The battle was long, and our casualties were heavy. We lost thirteen dwarves and thirteen dogs. Indeed ill numbers and perhaps an ill omen. But in the end, Nepema Omiceledo Relemeraca fell. He fell to our swords and arrows and axes. He fell to our hearts. For we stood together, and fell together, while he lived and died alone. We go on. But he will forever only be a monument, a warning to those who would seek to face the might of Otambomruk.&lt;br /&gt;
&lt;br /&gt;
If you cross that river, and pass that statue, twenty feet high and now lifeless, you will face the same fate.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A Carpenters Dream===&lt;br /&gt;
&lt;br /&gt;
One day in Slinglabored, a god forsaken treeless, plantless, freezing and terrifying land of ice wolves and polar bears, Zas Onulaval was training at the archery range. He quickly became bored and left to go drink from the well. &lt;br /&gt;
&lt;br /&gt;
The water was bitter, having been affected by the miasma of a recently killed ice wolf left on the ground unattended. Zas stopped drinking it soon, fearing what might happen. &amp;quot;You don't like it either, eh?&amp;quot; said a familiar voice from behind him. Reg Tiristes patted Zas on the back, &amp;quot;Don't worry, they say soon we'll be making barrels again, and you know what means! More booze!&amp;quot; Zas managed to crack a smile at his old friend's drunken nature, for Zas was never much of a drinker. &lt;br /&gt;
&lt;br /&gt;
Things hadn't been going well for Zas recently, the wolves had been getting more aggresive, and had killed dozens of unfortunate dwarves that wandered into the cold. Being one of the old 3 trained marksdwarves, alot of pressure was put on him to defend the hundred odd dwarves remaining. Food stocks had also been running low, causing a small panic that might lead to a riot, a riot Zas might have to put down most likely alone being so understaffed. &lt;br /&gt;
&lt;br /&gt;
But he always had Reg at his side, his only friend from that hole in the wall they called home. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zas i've been thinking about this amazing idea, i've been dreaming about it for nights now, i think i'm going to propose it to the Manager and see if he accepts today!&amp;quot; Reg said suddenly, almost hysterically. &lt;br /&gt;
&amp;quot;Thats great! Whats your idea?&amp;quot;. &lt;br /&gt;
&amp;quot;Its really hard to explain, but i know exactly what i need, and ill show you when im finished, it will rock your world, i know it will!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zas waited outside the managers office, until Reg walked out, looking gloomy, and depressed. &lt;br /&gt;
&amp;quot;What did he say?&amp;quot; Zas inquired, already knowing the answer. &lt;br /&gt;
&amp;quot;That idiot, he has no artistic appreciation! He wouldn't accept my plan!&amp;quot; Reg growled. &lt;br /&gt;
&lt;br /&gt;
Reg stomped off, cursing in dwarven tongue. Zas, curious, walked into the office and asked the manager why he wouldn't accept his friends idea.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;His demands for the project were outrageous. Didn't he even tell you?&amp;quot; Manager Fath Kolbiban snapped.&lt;br /&gt;
&amp;quot;Well, no, actually, he didn't, he said it was a surprise.&amp;quot;&lt;br /&gt;
&amp;quot;Yes, it definitely would be quite a surprise to use the ONLY remaining wood in this town for such a ridiculous cause, as well as our ONLY steel which has taken us 3 years to make!!&amp;quot; Kolbiban yelled.&lt;br /&gt;
&lt;br /&gt;
Zas left the office, realizing the manager was right this time and Reg wasn't being realistic. In fact, he wasn't being himself at all lately...as though he was posessed by someone else's desires..&lt;br /&gt;
&lt;br /&gt;
He only barely noticed the large crowd outside the workshop department which managed to interupt his thoughts. A large ruccus had started, &amp;quot;Did you hear?&amp;quot; said one gossiping dwarf. &amp;quot;Yes! Reg's gone mad! He's taken over the carpenters shop and he's stealing our rarest supplies for some project hes been rambling about lately.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zas was alarmed, this wasn't like Reg at all. He pushed through the crowds to the door and into the workshop. There, he saw something he never dreamed would happen. &lt;br /&gt;
&lt;br /&gt;
Reg was holding an iron battle axe; guarding the steel bars and treecap wood he had stolen. The Colonel, an axedwarf, and another marksdwarf stood patiently by, waiting for Regs next move. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zas!! Your here! Thank Armok. You need to help me finish my project before these fools ruin it!!&amp;quot; Reg blithered excitedly, almost in a different voice. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reg, put the axe down, you know i can't let you do that, i'm a soldier..&amp;quot; Zas said with sympathy for his clearly crazed friend.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Zas!! Your my friend! I just need a few more gems and it will be finished! Please Zas, please!!&amp;quot; Reg said, tightening the grip on his iron battle axe, sweat steaming off of his forehead.&lt;br /&gt;
&lt;br /&gt;
Reg raised his crossbow relucantly, as the other marksdwarves had. &amp;quot;Reg...please...put the axe down...lets talk about this...I don't want to hurt you.&amp;quot; Zas pleaded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You...your not going to help me... I see... I see how it is.. No one here believes in me anymore... I've heard the dwarves whispering, i've heard their mockery. But Zas i never thought you of all dwarves would turn your back on me. You leave me no choice Zas. I have to do what Gorthon commands me to... I HAVE TO!!!&amp;quot;, and with that, Reg charged Zas with his axe in hand, raised above him.&lt;br /&gt;
&lt;br /&gt;
A flurry of bolts flew at Reg, as though his step toward Zas triggered a response to the marksdwarves. &lt;br /&gt;
&lt;br /&gt;
Reg dropped his axe, blood covered the ground and walls; 4 iron bolts pierced his chest and arms. He fell to his knees, and looked up at Zas. &amp;quot;Z...&amp;quot; he said, raising his blood and sweat soaked hand towards Zas. &lt;br /&gt;
&lt;br /&gt;
Zas lowered his crossbow, and tears raced down his cheek, into his beard, drenching it. Dwarves weren't supposed to show emotion, especially not military dwarves. There was no room for emotion in such an unforgiving place. &lt;br /&gt;
&lt;br /&gt;
He made his way to the archery range, and went back to practicing his shot... &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===The War of Hoof and Horn===&lt;br /&gt;
	Zonosor, or “Helmkingdoms,” was founded in 1052 by Dwarves of Esesthan. These Dwarves were not the most adventurous type, and chose a mild-weathered forested region that was positively serene. A herd of Unicorns even nuzzled them as they crossed the river. Thanking the gods for guidance, the Dwarves began digging into the mountain and bringing industry to the region. Workshops were built, tunnels dug, and entire forests felled to feed the fires of the great furnaces and smelters. The serenity of the outside was soon forgotten.&lt;br /&gt;
&lt;br /&gt;
	This remained the state of affairs for three years. In that time, little attention had been paid to the surface, other than where more trees could be obtained. True, a rather zealous greenhorn Trapper had been killed after attempt to tackle a Unicorn, but such was the life of a trapper. The Dwarves much preferred their Plump Helmets to meat, anyway. &lt;br /&gt;
&lt;br /&gt;
	Peace at Zonosor was shattered on the 13th of Timber, 1055. On that day, Alath Sikelreg, Crafter of Beds and Feller of Trees, was struck down by a Unicorn. Alath had done nothing to endanger the Unicorn, and at first the attack was hardly to be believed. Accusations were leveled at the great Alligator who remained at large. But no, reported a solemn Overseer, the culprit was undeniably a Unicorn.&lt;br /&gt;
&lt;br /&gt;
	Many a beard was torn at the death of Alath, and oaths of vengeance sworn. The militia, consisted of three Swordsdwarfs and a Marksdwarf, crossed the stone bridge to defend the lumberfields. Within hours they were bloodied. Morul Oburkilrud, a most melancholy Marksdwarf, was ambushed and slain almost immediately. Nevertheless, on the 15th, Unicorns were routed from the Lumberfields by the Swordsdwarfs. Congratulating themselves on their victory, the soldiers turned for home.&lt;br /&gt;
&lt;br /&gt;
	But lo! The treacherous Unicorns, led by the great steed Bonunzokun, had circled around the Dwarven rear, cutting off the Militia from the bridge! Knowing that it was do or die, the brave Swordsdwarfs once again charged the Unicorns, breaking through to the safety of Zonosor. For some days the Dwarves remained in doors, but presently the herd moved off to the west.&lt;br /&gt;
&lt;br /&gt;
	On the 5th of Obsidian, they returned. Bonunzokun revealed his skills as a tactician, sending in a young colt to jam the traps placed at the entrance to Zonosor. Leaping over the filleted corpse of their comrade, four Unicorns wreaked havoc in the forward chambers. Dumont Limulsteok, a Peasant, was “grounded into a fine Dwarven paste,” in the words of one witness. Half a dozen more were grievously wounded; several would die in later months. Likot Onulrun, Swordsdwarf and veteran of the Timber Campaign, was the first soldier to respond. His punctuality was rewarded with a horn to the heart, but his charge was credited with turning back the Unicorns. Unfortunately, the drawbridge across the river was raised in the confusion, causing young Datun Sodelonol to disappear into the rushing torrent.&lt;br /&gt;
&lt;br /&gt;
	But the Unicorns were also confused; three, including Bonunzokun, fled into the Old Quarters, where Dwarves had lived before the crossing of the river. The quick-thinking Dwarfs immediately slammed shut the doors, trapping the three beasts. Ironically, the one Unicorn who made the right turn was subsequently butchered by the entrance-traps.&lt;br /&gt;
&lt;br /&gt;
	Following the burial of their dead, the Overseer brought together a Court of Justice. He charged Bonunzokun and his herd with war crimes, including: Crimes against Dwarfdom, Impediment of Industry, and Waging a War of Bestial Aggression. In a terrible voice, the Overseer pronounced the sentence against the Unicorns (who, due to being locked in the kitchens, were tried in absentia): Death by Drowning.&lt;br /&gt;
&lt;br /&gt;
	Quietly, the Dwarves went to work. Walls were knocked out, doors removed, and anything of value carried away. Bonunzokun and his accomplices remained oblivious. At last, on the 19th of Obsidian, Sheriff Sigun Melbiliden walked down the short corridor, spat on the door and pulled the lever. The floodgates to the auxiliary farms opened, releasing a torrent of water that submerged the old dining hall, barracks, and kitchen, where the Unicorns remained. For all their strength, the beasts proved poor swimmers and quickly succumbed.&lt;br /&gt;
&lt;br /&gt;
	With their Great Steed dead, the Unicorns were ill-equipped to resist the persecution carried out by Dwarven trappers and the human mercenaries who arrived with every caravan. By the autumn of 1056, only a handful of the creatures remained.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Mystery of Stabrack===&lt;br /&gt;
&lt;br /&gt;
My name is Greco Sodelunib Shinnotlith Matul, slayer of giants and the undead scourge. My companions include: Stodir of the Axe, the hunters Id and &amp;quot;Eagle Eyes&amp;quot;, and Kol of the Spear&lt;br /&gt;
&lt;br /&gt;
My party of five has been in search of the legendary fortress of &amp;quot;Stabrack&amp;quot; for weeks now, and I have taken it upon myself to begin a journal of our adventure. As I write this, the marksdwarf 'Eagle Eyes' cries like a babe as the others attempt to set the broken bones in his arm and leg. The bones will heal. His lost eye, however, will not return. Earlier in the day we were ambushed by a large pack of starving wolves; Eagle Eyes was the only one to sustain injuries.&lt;br /&gt;
&lt;br /&gt;
We were ambushed by another group of wolves yesterday and quickly disposed of them, but as we feasted on roasted meat last night, 'Eagle Eye' quietly walked off into the woods and drowned himself in the nearby lake. We weren't suprised when we found him; he had been very depressed since the loss of his eye. We took his armor and his finely crafty crossbow and left him on the shore. He won't be needing any of it. I've been wanting a new pair of boots for a long while.&lt;br /&gt;
&lt;br /&gt;
At long last! Stabrack! For six years this place was an unending source of magnificent jewelry and trinkets. Then all contact stopped. There are no records of there ever being a war on Stabrack, or any sort of significant tragedy within its halls. Its inhabitants were peaceful toy-makers and jewelcrafters - doubtful if they had any trained militia at all. The snow-covered road leading toward the mountain is lined with stone blocks and simple granite statues. The entrance to the fortress has three iron doors with golden statues that welcome us with open arms. The doors are locked, however.&lt;br /&gt;
&lt;br /&gt;
West of this grand welcome, Kol found a second narrow entrance into the mountain. The mountain's shelter from the blistering cold winter is a welcome respite. As we cautiously followed the winding corridor, we noticed various disabled traps and cages filled with animal bones.&lt;br /&gt;
&lt;br /&gt;
We've emerged from the secret passageway into what must be the main hall. The iron doors are behind us and the ornately engraved walls stretch on into the darkness. The air is much warmer now. I believe my toes have begun to thaw.&lt;br /&gt;
&lt;br /&gt;
We've turned off the main hall into a narrow corridor with rows of small rooms on either side. Some of them have superior oaken beds, others are simply bare. Still others are locked behind stone doors.&lt;br /&gt;
&lt;br /&gt;
Screams in the halls! Stodir went off to explore by himself and has not been seen for some time, we heard the clash of battle and screams of pain echo down the halls a short while ago.&lt;br /&gt;
&lt;br /&gt;
Troglodytes! We've encounted a tribe of the creatures in a large barracks near the dormitory. Brave Stodir is alive and was holding them off by bracing the doorway with his shield and hacking off limbs when they got too close. I found a second entry to the barracks and attacked the creatures from behind while Kol and Id held off their escape.&lt;br /&gt;
&lt;br /&gt;
The barracks is ours. As we surveyed the carnage, I noticed several old bones scattered about the room. The trogs must have been living here for a long time - perhaps the Stabrack people kept them as pets? Though the room is large, the place must have been severely understaffed, there are few beds. the weapon racks are bare, and the few pieces of equipment scattered about are of inferior quality copper and bronze. Anything of value must have already been looted by the troglodytes or worse.&lt;br /&gt;
&lt;br /&gt;
I found a dwarf skull on a bunk. Those old bones did not belong to the trogs. As we move deeper into the dormitory there are ashes and various tattered articles of clothing on the floor.&lt;br /&gt;
&lt;br /&gt;
More old bones.&lt;br /&gt;
&lt;br /&gt;
We seem to have come to the end of the dormitory, and stand in front of a locked door. The sound of rushing water calls behind it. I bashed open the door, and am amazed to see a massive open cavern across the river, unfortunately, there's no way to cross the rushing torrent of water - the bridge is missing.&lt;br /&gt;
&lt;br /&gt;
Kol thinks we should head back to the main hall and try to cross the river from there.&lt;br /&gt;
&lt;br /&gt;
We've found the bridge. And a corpse. A human corpse. It's horribly charred, but there's still flesh on the bones. Not far from the body is a barrel full of toys and gems. He must have been a treasure hunter come to steal dwarven wealth for his own. He's alone though.&lt;br /&gt;
&lt;br /&gt;
There is a great clamor echoing from the deeper halls. It is growing louder; something is coming. The four of us stand ready on the bridge.&lt;br /&gt;
&lt;br /&gt;
Rats! And big ones too! There are so many they fill the hall - it's like a great flood! With a good mace, I could destroy thousands of these vermin, but I've got better!&lt;br /&gt;
&lt;br /&gt;
The river has turned red from their blood and the boys are beginning to tire. Trogs have begun to come in waves along with the rats. The air is getting much warmer now.&lt;br /&gt;
&lt;br /&gt;
They keep coming! Stodir has fallen off the bridge and continues to hack the vermin from the water, while bravely fighting the current.&lt;br /&gt;
&lt;br /&gt;
By the Gods! As I write this, I stand waist high in smouldering rat gore. A massive ball of fire flew up the hall and exploded in the midst of the rat swarm killing most of them instantly.&lt;br /&gt;
&lt;br /&gt;
I think I understand now. They were trying to escape. I think we should start running too, but Kol and the others think we should continue. They've already crossed the bridge and begun moving toward the source of the fireball.&lt;br /&gt;
&lt;br /&gt;
Beyond the light of our torches, in the darkness of the grand hall I can make out a small flickering flame. I can feel its heat already.&lt;br /&gt;
&lt;br /&gt;
Fire! There was a loud cracking sound and the distant flame grew brighter. Then it grew larger. My companions stood no chance at all. Before they could run, another fireball flew into their midst and exploded. I did not stay to see any more. All I heard was Id's cries for help as his flesh melted away.&lt;br /&gt;
&lt;br /&gt;
The smell was terrible.&lt;br /&gt;
&lt;br /&gt;
I've run back to the dormitory and locked myself in a small room. I think I'll stay here until the fire is gone.&lt;br /&gt;
&lt;br /&gt;
There's a skeleton in here, the poor fellow must have died in his sleep. It's been quite some time and I've grown thirsty. My water skin is empty. I attempted to sneak out of my room, but the second I stuck my head out the door, a wave of fire flashed down the corridor. I ducked behind my shield, shut the door, and hid under the bed. I won't be so lucky next time.&lt;br /&gt;
&lt;br /&gt;
This heat is unbearable! And not only am I thirsty, I'm starving! Some roast rat sounds delicous right now, but I can't risk leaving the room.&lt;br /&gt;
&lt;br /&gt;
It's been a few days now and I've been sucking worms from cracks in the floor. So thirsty...&lt;br /&gt;
&lt;br /&gt;
The fellow I've been sharing a room with says he was king. Says he had a crown and a scepter and everything. What a nut.&lt;br /&gt;
&lt;br /&gt;
So the King told me a great one today: A human, a dwarf, and a goblin sit down to eat. The human asks the table-wench to get him some wine. The dwarf yells for some ale. The goblin yells for some children!&lt;br /&gt;
&lt;br /&gt;
I think I'll find some ale today. Nice knowing you, King.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===A Love Story===&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Oh my dearest Cerol, how do I love thee!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cerol: &amp;quot;And I thee, lovely Urist!  Let us hie to the lovely bridge and make love as the water rushes underneath us as summer begins!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Let's!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Later: &lt;br /&gt;
&lt;br /&gt;
Cerol Gosterbim, Miner cancels Sleep: Dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
Cerol: &amp;quot;Urist, darling, does it sound like the water is louder?  Urist?  My dear?  Urist!  HELP! *GLUB*&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Zzzzzzzzz&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cerol Gosterbim, Miner has drowned.&lt;br /&gt;
&lt;br /&gt;
Urist: &amp;quot;Cerol, my love?  Cerol?  Do not tease me!  Where are you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Eribbim: Elephant problems, eh? Well we've got gorillas! ==&lt;br /&gt;
&lt;br /&gt;
Read the long story of the human-copying, gorilla infested fortress of Eribbim!&lt;br /&gt;
&lt;br /&gt;
This extensive story is only on the archives of the old wiki.&lt;br /&gt;
&lt;br /&gt;
== The Legend of Goringish ==&lt;br /&gt;
&lt;br /&gt;
	It was spring. The dwarven fortress Slingoceans was planting the fields with the required crops to make enough food to survive. Operation Caravan, the construction of a road to get a human caravan, had started. The legendary metalsmith Vabok Limaredem, creator of the copper flask Onshentenur (dwarf for Chantedstyles), Slingoceans’s first artifact, was working down at the magma forges. The fortress was in full swing to get goods to the trading depot, for the elves had arrived at the fortress for the first time. However, an event that would strike the fortress forever, and would nearly end it, was about to occur.&lt;br /&gt;
&lt;br /&gt;
	On the other side of the outdoor river, the fisherdwarves were hauling their catch of the day to the food stockpiles. A carpenter was getting wood when a tiger showed up, scaring away the fisherdwarves and carpenter. One of the trappers, realizing what was going on, attempted to slay the tiger, but it was too strong, and he fell. At that moment, the tiger now had a name; Goringish.&lt;br /&gt;
&lt;br /&gt;
	Now wishing to consume dwarves, Goringish chased the fisherdwarves and carpenters down to the south. At that point, Operation Caravan was being constructed. Goringish disrupted the road work on the west side of the river and then crossed the bridge into the east, near the fortress itself.&lt;br /&gt;
&lt;br /&gt;
	At this time, the fortress was on red alert, and the Thrones of Wheeling, the recruit squad, was sent out to kill the threat. If Goringish wasn’t stopped, he could kill several dwarves, ruin Operation Caravan, or even enter the fortress itself. If that happened, the entire base would have to be militarized, possibly ruining the harvest. If Goringish managed to take down the axedwarves, the base would lose its few seasoned fighters. The Thrones of Wheeling managed to get Goringish to retreat to the north, but then he went back down, directly toward the fortress entrance, chasing an injured recruit.&lt;br /&gt;
&lt;br /&gt;
	The recruit, realizing that it would be better to die fighting than a coward, jumped in and attacked Goringish. Goringish, in an attempt to kill the recruit, ripped off the recruit’s upper legs and right foot. However, the recruit still managed to deal terminal damage before he fell unconscious, and Goringish soon bled to death.&lt;br /&gt;
&lt;br /&gt;
	Soon, the fortress life returned to normal. The remaining trappers were turned into a marksdwarf squad dedicated to stopping a repeat of the event, and road work was completed. The trappers were given beds (a rarity in Slingoceans), a supply of bone bolts, and even had the legendary engraver come and engrave the entire room, making a few masterpieces. Goringish’s corpse was thrown into the refuse pile without any delay. The dwarves still had a moment of silence, for a tiger that strong deserved a warrior’s respect. &lt;br /&gt;
&lt;br /&gt;
	Operation Caravan had nearly been canceled, but they trudged on, and the human wagons arrived at the fortress. Later, it would become abundantly clear that the dwarves would need to trade with the caravan to survive, for the dwarves no longer could make enough food to outpace food consumption.&lt;br /&gt;
&lt;br /&gt;
	Sadly, the recruit eventually died of thirst, never being able to regain consciousness. Due to the lack of a graveyard, the corpse soon rotted, but the only dwarves in the miasma were sleeping. So the dwarves built a graveyard outside to stop the miasma. &lt;br /&gt;
&lt;br /&gt;
The marksdwarf squad stayed the same for about half a year, slaying kobolds, goblins, and anything that might have been a threat. Eventually, two of the marksdwarves were killed by a berzerking mason, leaving only the leader alive. They got two replacements though, and the squad lived on. -Written by Bingbing&lt;br /&gt;
&lt;br /&gt;
==Strike of the Batmen==&lt;br /&gt;
&lt;br /&gt;
	It had been several years since the Goringish incident had occurred, and Slingoceans had mostly forgotten it had happened. The dwarves had, after the first siege, decided to dig out a magma world flooding doomsday device to protect themselves against the goblin hordes. An economy had been created. The Marksdwarf Squad fired bone bolts at the firing range in their barracks. However, a lone mason, trying to build the rock aqueduct that would allow the magma to span the chasm, was about to be thrust into the middle of a big battle.&lt;br /&gt;
&lt;br /&gt;
	Deep within the darkest reaches of the aforementioned chasm, a race of evil batmen decided to attack. You see, the dwarves were flooding the chasm with magma, and the batmen didn’t want to have their home filled up. So they attacked and charged the poor mason.&lt;br /&gt;
&lt;br /&gt;
	The first fight occurred between the batmen and the mason himself. Although the mason managed to fend 5 of them off for a time, he eventually was overwhelmed and killed. At the time, the Marksdwarves were off eating a meal; but they got orders to head right to the source of the problem.&lt;br /&gt;
&lt;br /&gt;
	Not like it mattered; a huge swarm of batmen blowgunners were coming toward the farms, chasing poor citizens who were merely trying to put away or get food. Just before they reached the door, a group of marksdwarves positioned themselves and opened fire on the beasts. Despite being outfitted with bone bolts, the horrors were incapable of withstanding the onslaught. Then, the true fight began just after the marksdwarves had gotten ready.&lt;br /&gt;
&lt;br /&gt;
	More than two dozen batmen blowgunners flew out of the chasm, and the battle was on. Despite being few, the ten marksdwarves managed to hold the tide, even when seven of them got thirsty. A small squad of recruits and swordsdwarves had been stationed as well, but the batmen eventually ceased coming. At this point, a miner came to start working, but a new wave arrived and the area was coated with batmen blood once the army had finished. Eventually, they had a mason who was once possessed and ended up making the most valuable artifact in the history of the fortress finish the aqueduct.&lt;br /&gt;
&lt;br /&gt;
	Of course, a poor miner had to sacrifice himself in order to get the magma moving, and the dwarves felt sorry for his loss. The magma continued to pour into the chasm, and although the batmen tried striking near the Noble Killer; their best ballista (used to kill leaders), they were stemmed by three marksdwarves.&lt;br /&gt;
&lt;br /&gt;
	The chasm was doomed; nothing could survive the incredible heat. One last batman blowgunner escaped from the chasm’s depths before the magma forever more covered it in liquid rock. It charged out, fangs out; ready to devour the farmer near him. The farmer simply punched to death, and thus the batmen had become extinct; never again to attack the dwarves at Slingoceans. -Written by Bingbing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rodents of Unusual Size ==&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Deathpainted now tremble in fear at the thought of giant chasm rats. The first few to show their ragged hides were easily dispatched by the war dogs set to guard either end of the chasm bridge. But then a truly bloodthirsty beast of a rat crawled from the depths, easily dispatched the dogs, and eventually disappeared back into the chasm. Thinking the creature to have fallen to its death, work went on as usual. Several months later, another rat appeared, and proceeded to wreak havoc upon all who crossed its path. Its first victim was a poor foal, who never stood a chance. Then a passing fisherdwarf. Then a dog. Then a puppy. And after all this carnage, the fiend was barely even bruised...only tired from its murderous exertions. Eventually it too disappeared into the chasm, but not before seperating a poor peasant from ALL her lower limbs. Packs of dogs and marksdwarves are now permanently stationed at either end of the bridge.&lt;br /&gt;
&lt;br /&gt;
(As a side note, the poor peasant who got shredded &amp;quot;absolutely detests rats&amp;quot;. Apparently, the rat took it personally.)&lt;br /&gt;
&lt;br /&gt;
== The Quiet Skill of Mefol Melbilnin ==&lt;br /&gt;
&lt;br /&gt;
It was the first winter in a young outpost of the dwarven kingdom known as Murakanib. Everyone had sacked down easily enough, and thanks to buscuits made of boiled-down dwarven wine, would easily survive the winter, albeit with taste buds woefully damaged from monotony and the taste of boiled-down dwarven wine (which as anyone will tell you is not pleasant without something else to accompany it). &lt;br /&gt;
&lt;br /&gt;
It came near to spring when suddenly, a mason started to withdraw from the feeling of family that had sprung up in the place. He promptly kicked out another mason (a migrant from the autumn) and started working with rough boulders. Out of it came a moonstone coffer inlaid with copper, truly legendary in its craftdwarfship- but that is another story. &lt;br /&gt;
&lt;br /&gt;
No, this is about what happened afterwards. You see, Mefol (as this mason was named) was a simple mason, but now with his perhaps superdwarven might, he lifted stones and the coffer he made with ease. Rather than go mad with power, however, he turned to a simple pursuit. &lt;br /&gt;
&lt;br /&gt;
He made doors. Lots of doors. This was, at first, seen as auspicious by new arrivals, as the living spaces were then cramped, and legendary as the miners were, it would be several seasons before there were enough quarters to house them all. But then he turned out a masterpiece. Door. A masterpiece door. And then another. And another. As you can imagine, the fortress was soon cluttered with doors of excellent quality, but what to do with a door that was a masterpiece? Part of the problem, admittedly, was solved in housing both Mefol and the two legendary miners with five of the doors, but then they kept on arriving. &lt;br /&gt;
&lt;br /&gt;
But Mefol shrugged, and said nothing, content with making his doors.&lt;br /&gt;
&lt;br /&gt;
== The Manager And the Maggot ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; In the town of Quakesieges, on Slate the 13th in the year of 1070, Olon Athelidok, Manager, was enjoying a meal in his dining room. What was strange about this meal was the meal itself. Olon was eating a Purring maggot. A &amp;quot;live&amp;quot; purring maggot.&lt;br /&gt;
&lt;br /&gt;
 Next time, stick to cheese.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Treoglodytes Sink, Dwarves Float: An Eribbim Story ==&lt;br /&gt;
&lt;br /&gt;
In the moderately large mounatin hall of Eribbim, &amp;quot;Gorgesling&amp;quot;, Project CITADEL was almost complete. The project was a simple enough design: a large castle equippped with a moat and battlements for chasm defense. Sadly, there was only a hammerdwarf on the castle's bridge when a troglodyte emerged form the depths. A fierce battle ensued: the hammerdwarf beat at the troglodyte, but to no avail. The beast thrust the brave hammerdwarf into the moat, but the battle was not yet over. The hammerdwarf grabbed the creatur by the legs and dragged it in along with him, and continued to strangle the creature to death. Sadly, he drowned in the  moat moments before it was drained. This story was written by Smoking Gnu&lt;br /&gt;
&lt;br /&gt;
== The Missing Guard ==&lt;br /&gt;
&lt;br /&gt;
It was a fine day when the ratmen decided to crawl out from whatever rocks they had hidden under. The local overseer thought this the best time to reconstitute that old dwarven standby, the Fortress Guard, to deal with the nasty little rodents. A legendary miner, and a ragtag cohort of peasants under him, were given the job. This miner had dealt with the scum before, and set to with his pick, mining so much flesh like he had mined stone, all in front of him. &lt;br /&gt;
&lt;br /&gt;
That very day, that dwarf, Datan by name, vanished from the fortress. None know where he went. And it is said, in the deepest places, you can still hear him looking out for the foul beasts, laying to with his pick, and of course, always on the lookout to wrongdoers of Dwarven Justice...&lt;br /&gt;
&lt;br /&gt;
== The Fall (and Second Rise) of Slingoceans ==&lt;br /&gt;
&lt;br /&gt;
	It had been two years since the batmen attack. The human caravan had not arrived this year and the dwarves were working to compensate. About the only thing going on was farming and food hauling. Things looked safe.&lt;br /&gt;
&lt;br /&gt;
	Suddenly, a farmer ran through the front gates, being chased by a monsterous bronze colossus. The metal statue quickly got through the front gates and dodged every trap, getting to work on killing every dwarf in its way. The legendary cripple, a dwarf with a mangled leg who had gotten a fey mood, had his mangled leg ripped off, shortly followed by his head. The military was sent out, only to be decimated without much of a fight. The dwarves quickly locked the doors to the underground river, but the bronze colossus broke the doors down and continued his massive rampage. The artifacts were dropped, as every single living thing in the fortress was murdered. Even the goblin king himself was killed; and the fortress soon was lifeless.&lt;br /&gt;
&lt;br /&gt;
	The next spring, the Frilly Dagger of Joining sent in 77 dwarves, each equipped in full iron armor. They didn’t even survive until summer, and the only thing they did was yank out the colossus’s left eye. A second attempt soon followed, and the other eye was taken out, at the cost of every dwarf that had come.&lt;br /&gt;
&lt;br /&gt;
	At this point, the dwarves decided to let the adventurers take the colossus out for them. Three adventurers were killed in the fortress. The Frilly Dagger of Joining hoped that the colossus would die one day, allowing them to reclaim Slingoceans.&lt;br /&gt;
&lt;br /&gt;
	One day, the colossus does. A dwarf, mentally insane and believing he is Arnok, the God of Blood, attacked the colossus. The first blow cut off one of its legs. The dwarf continued to strike with all of his power, cutting off every limb, until finally shattering the upper body and killing off the beast. He had paused once to ponder why the colossus was wearing a MITTEN, and after the horror had fallen, why his corpse had become a masterwork statue. However, being insane, he didn’t care.&lt;br /&gt;
&lt;br /&gt;
	‘Arnok’ walked out of Slingoceans, stepping in blood throughout the fortress. With his work done, Slingoceans could be reclaimed, allowing the fortress to return. Shortly before the door, he tripped over Razokil, a perfect aventurine artifact. He sighed, and walked out of the fortress, to tell the Frilly Dagger of Joining that the fortress was reclaimable. Soon, a team of SEVENTY-SEVEN dwarves would charge into the fortress, and reclaim Slingoceans.&lt;br /&gt;
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== The Fall of Acetower ==&lt;br /&gt;
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My fortress was doing fine. A stone road went all the way to the Oceanic Union of Dreamy Sea, a mighty human kingdom, the local goblinoids haven't had attacked yet, even that we had lived in the area over 3 years. The Acetower was populated by about 50 dwarves and I was going to flooding some new farms to the eastern beach of the cave river. When suddenly more immigrants appear! Yeah, 5 masons, 7 carpenters, speardwarf and one cat... Greeeeat. I'm assigning the immigrants to more vital jobs when I receive a note about someone cancelloing job because dangerous terrain. I pause for a moment and wonder what has happened. Then I remember: I didn't lock the doors to the new farms, some poor fellow has probably walked to the flooding farmcavern. When I check the area, I find to my horror that the flood is allready going over my bridge towards the cliffedge and the levers that control the draw bridge and floodgates are already flooded. I try to stop the permaflood but no avail. And this is the moment when ratmen started their invasion. The surviving dwarves, all 5 of them were quickly annihilated, the last of them being my legendary miner who jumped to the chasm after one of the ratmen...&lt;br /&gt;
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== Swordbear's Joy ===&lt;br /&gt;
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	It was spring of 1061. The fortress Swordbear, located in a serene area (looking back, the dwarves would have preferred a calm area, mostly due to the unicorns), had just finished digging out and flooding a gigantic underground forest. The farmers toiled hard and long to bring in plump helmets to eat this year. A marksdwarf squad, led by a champion, fired down the targets with masterwork bone bolts. Siege operators loaded the two ballista up, and the elven caravan was coming on in.&lt;br /&gt;
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	Imere Liwaova, from the elven civilization “The Smiles of Silver”, was slowly pulling the mule along. He wanted to see how long it would take before the dwarves at this smelly dump named “Swordbear” managed to realize the joys of nature and live outside, along the unicorns and elephants. He at least knew they were likely going to give them bone bolts, causing them to leave early. He sighed, and pushed the old mule even harder. His companion was worried about the world’s status, saying to him, “The goblins are mobilizing up for war. I reckon we’ve given the world enough of a chance. We should team up with those polluting humans. Yes, they actually use the wood to build their houses; at least the dwarves dig into the rock and grow crops inside. We simply kill the goblins off, and then turn around and exterminate those annoying ‘secondborn’ from this world.” Imere was about to reply that the dwarves should be taken out before the humans, seeing as they had 1060 years to improve, whereas the humans only had 560, when a ballista arrow removed his head. Not even the Firstborn themselves could survive a full scale decapitation.&lt;br /&gt;
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	The siege operators had been given instructions to fire down upon those “clean, nature loving hippies” with their wooden weapons of death. They cheered when Imere’s headless corpse fell down, feeding blood to the plants. A second later, they saw a sad side affect to the impact. The poor mule had been hit as well, was impaled onto the ballista arrow, and was thrown down without any mercy, where the old thing then bled to death. The other elf managed to get away, dodging several ballista arrows easily, and then left the area. Imere was wrong. They weren’t going  to stop trading early. They were not going to trade at all.&lt;br /&gt;
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	Thankfully, the mule was holding all the dyed cloth, and the dwarves held a full funeral for the fallen… mule because they hated elves a LOT. They then threw his corpse into the butchers shop to be turned into meat, leaving the dwarves happy and well fed. Then they took its bones, along with those of some kobolds and the elf, and turned them into powerful bone bolts. -- Written by Bingbing&lt;br /&gt;
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== The Winter of Discontent (And the Spring of Sorrow) ==&lt;br /&gt;
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Year 1055 of the city, Rakustkast, better known as Tombgeniuses&lt;br /&gt;
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In the year 1055 of the Eternal Land Of Forever, a siege of goblins fell upon Tombgeniuses. South of the main road was a band of savage, brutal goblins intent on ransacking the dwarven city. Immediately a general alarm was sounded and all dwarves were ushered inside. Meanwhile, eager to test out the catapult defenses, an assigned siege operator let fly with a rock. While in the right direction, the goblins were still a ways out of the firing angle, and with a shrug, the dwarf went to do other tasks when he SHOULD have been stationed by the catapults. As the goblins ran into range, the message was relayed through the city to the two dwarves, the message being: &amp;quot;Rock and Roll.&amp;quot;. However, the designated siege operators were swamped in the duties of common peasantry, panicked dwarves told all mechanics and carpenters to help launch the catapults as the goblins began to run down the main road hooting, hollering, and screaming for dwarven blood. In a cruel twist of irony, the carpenters were actually on the job, busy chopping down trees that had grown in the designated farming areas inside and could not be reached. The mechanics were either getting drunk off their mind or sleeping off their latest meal. When the dwarves finally began getting around to firing the catapults in frantic panic, the goblins were already on the bridge proceeding past. However, as the dwarves began preparing and readying the catapults, huge clouds of miasma began clouding up the entire front entrance, fogging the catapult posts heavily, forcing the dwarves to work in near blind, revolting conditions. These miasma clouds were generated by dead thieves which the dwarves had failed to dispose of, not only creating a disgusting scene but also keeping the front doors ajar, creating a perfect scene of war for the dwarves, toiling in huge clouds of terrible miasma, desperate to drive off the goblin horde. Due to the huge cloud of miasma hindering their vision, most of the shots flew far off to the side, causing taunting and jeering from the goblins. However, as one of the goblin macemen was busy insulting their hated foe, one boulder flew true through the middle of the ranks and nearly obliterated the entire right side of the maceman. Breaking many bones and causing many internal injuries, the goblin maceman was reduced to a crawling, vomiting heap, yet it was still determined to bathe the halls in dwarven blood. Laughing cruelly at their unfortunate comrade, the goblins continued charging forward, more concerned about the impending kill rather than helping their wounded comrade. As the dwarves attempted to reload in the midst of stinking miasma clouds, made worse due to heat because of the fort being located in the tropics, the dwarves heard the baying and screaming of the goblin horde and peered through the thick fog of miasma to notice the figures moving through the miasma wielding iron bows and crossbows. Realizing in horror that over half of the horde were armed with ranged weaponry, they decided to abandon the catapults and run for their lives, screaming. Throughout all this carnage were two dwarves standing at the entrance, entranced and deep into their assorted, imported alcohol, watching the catapults launch their stones through the air and the goblins nearing the entrance little by little, moving surprisingly quick for a goblin horde. Two dwarves by the door were drinking their booze, taunting the goblins in the miasma, they realized with sudden horror that the figures began shooting their iron arrows at them. Thinking with sudden clarity, the two dwarves turned and began running down the narrow hall, abandoning the barrels full of alcohol and leaving the doors open. One unfortunate 'door dwarf' was not so lucky and was mortally wounded almost immediately, while his comrade, a military dwarf left him behind. Cursing the goblins, Id Olonozor, a carpenter, could do naught but lie in the hall, punctured by many arrows and watch the darkness settle into his eyes little by little. Craftsdwarves, perhaps unaware of the alarm and the impending danger of the goblin forces made their way to the main entrance hall to clean the traps as ordered earlier, ignoring the running carpenters and mechanics, they opened the second set of doors and stared dumbfoundedly at the goblins on the other side of the entrance hall, just outside the first set of doors and looking around as the marksdwarves rushed past them and began taking up positions on their side of the door, waiting for the enemy to come into range. Howling with glee, the goblin archers began letting loose a barrage of arrows, causing most of the craftsdwarves to realize the gravity of the situation and flee. However, one dwarf was racing TOWARD the goblins, a craftsdwarf by the name of Lokum Bisolablel. Racing toward his wounded comrade, he thrust his head bullishly forward, ignoring the onset of arrows that amazingly killed one of the marksdwarves on the other side of the hall in one shot yet failing to even hit him. As Lokum neared his friend, he was suddenly jerking around spasmatically. Compelled, he looked down to find several arrows protruding from his body, perhaps the goblins shot off aim on purpose to lure him closer? Amazed at this revelation, all the strength seemed to just flow out of him as he collapsed to the floor. With a mangled lower body, a broken arm, and worst of all, a mangled left lung, he found himself gasping for air, staring at the goblin horde just outside of the fort, firing their arrows with reckless abandon. Despite their numbers, the goblin archers were strangely bad shots, somehow missing the prone dwarf merely several feet away from him, while managing to kill a distant marksdwarf that was further back just moments ago. By now the marksdwarves realized that they were going to be killed if they just stood there and if they charged forward to get the goblins into range of their crossbows, they would get cut down. Tragically, to make things even worse in this hellish nightmare, several of the civilians were struck with a sudden heroism. Farmers, craftdwarves, miners, and more were rushing past the marksdwarves in a heroic, yet stupid attempt to rescue their injured friends who were near the goblin horde. Zasit Lallibash and Olin Tekkudkogan were cut down by the goblin arrows, while several more were wounded. The marksdwarves decided that they were going to have to do something desperate. Running behind the second set of doors, they were preparing to close it tight to force the goblins to come inside, while preventing the lemming rush of death of civilian dwarves determined to rescue their fallen comrades. As the marksdwarves moved behind the doors with strange efficiency, they looked back into the entrance hall, which had by now been reduced to a scene of blood, corpses, and a hellstorm of arrows, and saw the most remarkable sight yet. In the midst of screaming farmers and civilians caught in the crossfire, Alath Unibodshith, or Alath Ragclam, the fortress' historian (My legendary engraver) was racing toward the marksdwarves with remarkable speed AND an injured dwarf on her back. It was apparent she had braved the trial by arrows to retrieve an injured fisherdwarf and was racing back toward the door, and miraculously, there was not a scratch on her. It was as if she was protected on a divine level. The marksdwarves encouraged Alath as she ran toward safety, arrows raining down all around her, yet failing to hit her as she sped down the hall. Finally making it through, followed by several dogs, the marksdwarves finally managed to close and lock the door, preventing any more civilians from attempting to be heroes while horrificially leaving the dwarves on the other side at the mercy of the goblins. The goblin swordsmen, macemen, and others were tired of their bowmen getting all the kills, and realizing that the dwarves in the main hall were locked out and banging desperately on the door for entry, the goblin soldiers whooped and charged in to the fort, along with the bowmen of their kind. To their sudden horror, they had entered a gauntlet of fiendish dwarven traps and were suddenly in a storm of serrated copper blades, huge spiked balls, and enormous giant corkscrews. Blood, and limbs flew everywhere and what had once been war cries now turned into howls of agony and cowardice. One of the bowmen had managed to make it past the battery of traps, and as it looked back toward it's brethren getting slaughtered like sheep, it chuckled to itself and thought of the pleasures of the kill it would get all to itself, as it turned around however, he saw only two giant copper axe blades fast descending towards it. Panicked by the traps butchering their fellow goblins, the others turned tail and ran, the siege finally breaking. As they ran past the wounded goblin maceman who had limped all the way despite behind hit by a boulder, the frustrated maceman could only watch in confused fury as they ran in fear from the dwarven fortress. As it chastized and yelled at it's fleeing brethren, it turned it's bloody vision toward the hall, wondering what was causing such fear in it's comrades and saw the whirlwind of giant traps skewering and disembowling the unfortunate goblins, as well as the river of blood flowing both in and out of the fortress and decided that perhaps it was time to call it a day, and that was when it passed out from pain caused by the boulder impact yet again. The marksdwarves, holding back the growing flood of dwarves determined to run out foolishly to their deaths in an attempt to rescue their comrades noted that the entrance hall on the other side was mysteriously silent. The civilians noted their momentary waver in attention and pushed the marksdwarves so hard, the doors finally burst open. The dwarves' determined charge was reduced to a half-jog as they noted the disembowled corpses of goblins laying in the trapped hallway and more importantly, the moans and groans of the surviving dwarves among the dead. With a heavy sigh, many now unhappy dwarves began to clean up the orgy of blood, arrows, and corpses. As they began to bring the first of the dead to the outside, they laughed at the limping and crawling goblin maceman, falling unconcious nearly constantly. Some of the dwarves yelled furiously, wanting their so-called military to finish off the lone maceman, but the marksdwarves had returned to their barracks to digest the events of the day and grieve over their fallen marksdwarf comrade, and upon the though of further death and bloodshed, the dwarves decided mercifully to let the maceman go and concentrate on cleaning up the aftermath. Five dwarves had been shot and killed, and 3 more were wounded, though one only suffered from serious wounds&lt;br /&gt;
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But the season was only beginning...&lt;br /&gt;
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Into the next month, the dwarves were in a grim, somber mood. A marksdwarf, angered at the loss of her comrade, went into a tantrum, toppling a much vital weapon trap and starting fist fights with a mason, followed by a dog. Outraged at such brutality on an innocent dwarf and dog, one of the assigned fortress guard issued a beating on the hapless marksdwarf followed by confinement. A wave of unhappy dwarves plowed through their tasks with efficiency, trying to lift their moods through diligent and rewarding work. One marksdwarf sat at the soon to be legendary dining hall, staring down at the seeds of a plump helmet, the one he had just eaten. As the marksdwarf sat digesting the plump helmet, he was also attempting to digest the events of this month. The sudden attack of the goblins was a little strange, and his thoughts often floated to his fellow marksdwarf being shot and killed with merciful efficiency. Lifting his head, he stared thoughtfully at the corner of the dining hall, shaking his head as he could hardly believe the claims the miners made that the chasm branched without warning into the hall as they were digging it out. He noted the chasm, and muttered to himself about how it'll be trouble one day and that they should have made a new dining hall, but due to a time crunch they had to make do with it, and from there it just grew to be the grand hall he now sat in. As he took a slow look around, he dreaded about what Alath, the historian would engrave on the natural pillars of the hall, as she tended to be quite macabre about her works. As he slowly turned his head about, he finally settled his gaze back at the exposed corner of the dining hall and the three ratmen clambering out of it. Screaming to the scant few dwarves in the dining hall to run and get reinforcements, the marksdwarf jumped atop his chair and began firing. Cursing as he struck the pillar, he took aim again and shot true as he shot down a ratman as it clawed at the nearby door, trying to get back on it's feet. So intent on the kill however, the marksdwarf failed to see the two ratmen run down the dining room and barrel out the door, to find a hapless child. Screaming for it's parents, the child attempted to run down the noble's quarters of the city. But before the chase could really begin, it was tragically cut short as a ratman jumped to the other side of the child, pinning it between the two and cruelly cutting short it's life. Meanwhile at the dining hall, the dwarf shouted in triumph as the ratman gave it's dieing breath and slumped against the door, only to curse out loud as more ratmen clawed their way up out of the chasm. Startled dwarves coming from the food storage screamed and ran back into the storage as the marksdwarf, too ran into the storage. The ratmen, heading out the north exit, ran up a narrow hall which led to the main 'hall, finding the main hall filled with dwarves oblivious to the onslaught of the ratmen. As they neared the exit into the main hall, war dogs flung themselves around the corner, tearing into the ratmen savagely while seemingly out of nowhere, the macedwarves bore down on them, reducing their heads to literal pulp. However, one of the ratmen had snuck past the busy macedwarves and dogs and ran down toward the chasm, squealing in rat menace as he chased hapless peasants. As he approached the bridge, it had turned briefly to find more war dogs bearing down on it and before it could react, one of the dwarves ran up to it's side and pushed it down the chasm, sending the ratman to a long, horrible drop to a pointy end. General curses and shouts rang throughout the fortress as the dwarves couldn't believe the tragedy of this single season. Just as things seemed to settle down, screams rang from the mines as a lone dwarf, hauling metal for future forging, ran down the narrow path, determined to outrun the unbelievable group of 8 ratmen hungry for the kill. Careful not to fall into the magma river from the very narrow path, the dwarf ran down toward the forges and into the hall and smirked in partial disbelief as marksdwarves, speardwarves, and macedwarves ran across the chasm bridge, albeit slowly due to heavy armor in an attempt to cut off the ratman surge from the mines. Laughing to himself about how the military was finally springing to action, the dwarf decided to save the rest of his breath and continued running toward the military, determined to outrun the ratmen fast on his heels. In another bizarre twist, the military, hungry for vengeance stared in disbelief as a horde of dogs and war dogs loped past them and rushed toward the ratmen. While relieved the dogs finally sprang into action, they were disappointed as they were going to be robbed of vengeance yet again. In a short amount of time, the dogs and ratmen closed ground quickly and what followed was righteous vengeance as the ratmen yelped in pain and fear as the war dogs tore into them, ripping them into chunks and felling ratmen left and right. In but a few short, brutal moments the carnage was over and what was left were all the ratmen, dead in several bloody, disemboweled heaps and the dogs, standing over the corpses, trotting off to go about their doggy business. To the dwarves' amazement, not one of the dogs were killed, although one had several broken bones, it was still in in a state of animal rage from the battle, refusing to let it's wounds hold it back from it's hungry vengeance.&lt;br /&gt;
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Chapter 2  Spring&lt;br /&gt;
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It was 1056 of the Golden Age. The dwarves were finally recovering from last season's siege. The catapults were reloaded, the traps reset, and work was finally back in order. Even the sight of the tree-hugging elves in their two lone caravans was a positive, uplifting sight to the dwarves. But as they ran out to greet their neighbors, the unthinkable happened. In the distance, two large groups of goblins came, brandishing more weapons, bringing more troops, and even calling in their masters and lords, though mercifully there were fewer bowmen and they had no leader to call. The dwarves, enraged at such a siege so soon after the first called for another general alarm and busied themselves ushering the others inside the fort. The call came out for the dwarves to launch their catapults but once again few, if any responded to the call, and even then they had to wade through the traffic of dwarves, dogs, calves, and cows. By the time the first stones were launched one group was already at the road again rushing toward the outside bridge, though this time there was no choking miasma to hinder their vision. As the dwarves continued launching their stones, a kobold thief was spotted amongst the goblin horde and was shot down ruthlessly in a hail of arrows by the goblin archers. Unbelievably, all but one stone missed their mark, though this time the stone that hit gravely wounded the macegoblin, obliterating his upper body and damaging his lungs, making his last few seconds painful indeed. Again the goblins reached the doorway and began to fire inward at the dwarves who were busy drinking themselves into a stupor. Despite the initial fleeing down toward safety, the dwarves were desperate for a drink to tide them over and ignored the booze inside in favor of the booze by the door where the goblins were. Among these stupid dwarves was the historian, Alath Ragclam. The dwarves were running in literal circles, first to try and grab one more drink, and then to flee from the goblin arrows only to turn around and try to grab their drinks once more. The goblin arrows were inaccurate yet again, and fewer dwarves were killed, but the carnage was still great and many dwarves lay wounded or dieing. The marksdwarves were quick to act, sealing the door and preventing any dwarves from rushing out to their untimely demise in an attempt of heroism. As the last dwarf outside ran in with a wounded Alath, the marksdwarves grimly locked the double doors and braced for a goblin charge. The goblins were quicker to rush inside to attack the hapless civilians left in the main hall due to their stupidity in wanting a last drink of booze, and again the clever dwarven traps sprang into action. Cutting down goblins with ruthless efficiency, the goblins were left flailing helplessly in the hall, though the leadership of the goblin mace lords, sword masters, and pikemasters managed to corral some of the troop inward, though the last row of traps, two cage traps managed to capture a spearmaster and a crossbow goblin. As a goblin swordsman reached the double doors however, intent on killing the civilians banging desperately against the door, it turned around to regard it's goblin comrades and noticed they had broke and ran, fleeing from the deadly traps. Confused, the goblin swordsman wandered around the hall, glaring at the dwarves but not quite springing into action for some strange reason, and that was when it was suddenly buried in a mass of fur and teeth and claws. The dwarves, with a resounding sigh began work on cleaning up the traps and taking care of the mess, though with some grim satisfaction they noted that fewer dwarves managed to rush out to their deaths. As cleanup commenced, a peasant was tasked with leading the captured goblin spearmaster to it's new home in the dungeon. As it led the rebellious creature through the halls, it was followed by a trail of war dogs, hungry for the kill, wanting to avenge their fallen masters and friends while the dwarves jeered, kicked, and taunted the goblin spearmaster as it was led through the hall, followed by a train of dogs and dwarves. As the peasant strapped on the last few shackled of the spearman, the worst scenario happened. The dwarves, inexperienced with prisoners, didn't expect the goblin spearmaster to strike at them from it's chains, but they stood dumbfounded as the spearmaster slayed dog after dog after dog. By the time the fortress guard came in to put the spearmaster down, it was standing on a literal hill of dog corpses and challenged the fortress guard as they came forth along with more war dogs. The fortress guard in this mountain hall had no weaponry or armor, so that all efforts would go to arming the actual military. With a grim sense of duty the ill-equipped fortress guard attempted to bring down the spearmaster through sheer numbers but all were cut down with brutal savagery. The spearmaster by now was hooting and hollering, laughing at how the stupid dwarves failed to take all necessary precautions in handling the goblin spearmaster. It's laughter grew as more fortress guard charged in to take care of the spearmaster, but just as it was about to defend itself again with glee, it noticed that a dwarf positioned itself on the other side of the room and readied a crossbow. Screaming with fury, the spearmaster struck down more dogs and fortress guard but was now suffering from numerous bolts protruding from it's body. As the spearmaster finally fell to fists, canine teeth, and bolts, the dwarves outside were yelling and screaming about the poor precautions taken and the massive amount of death the goblin caused. It had slain an amazing 16 war dogs and 6 dwarves, one of them being the leader of the speardwarves. The dwarves learned from their bloody, cruel lesson and decided that all prisoners would be put in cages rather than chains. How ironic that the majority of the death would come after the siege and not during. But there was yet one more tragedy to befall the dwarves. In the midst of the miasma and death, a kobold thief had snuck inside and managed to grab Thestarnoglesh, The Crimson Savage which ironically was nothing more than a marble mug, though the thief was content with such an artifact. A lone war dog took chase as the thief hooted and laughed, running away with the artifact of untold value. With a wave of it's hand clutching the mug, the thief ran off into the tropical swamps, losing the dog that was fast on it's heels. Some time later the incoming spring migrants along with the nobles were greeted with a spectacular, brutal site. Dwarves were hauling both goblin corpses, dog corpses, and dwarf corpses en masse. Miasma was clouding up the entrance and entrance hall again. Blood was everywhere as was vomit. Goblins were digustingly stuck to weapon traps and hung limply in the air with embedded serrated discs, spiked balls, corkscrews, and axe blades. The dwarves at work with the corpses wore grave expressions, though none of them were saddened, it was more of a stoic, determined expression. And so with this new bloody season entering it's middle month, the story of Tombgeniuses continues...&lt;br /&gt;
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(Ok, basically, those were my very first experiences with sieges, and I must say it was quite fun and funny, not to mention epic, especially when my engraver braved the gauntlet of arrows to rescue a fisherdwarf. And then there was the imprisoning of the spearmaster, I originally thought that chains didn't let prisoners strike out despite being able to move around, well looks like I was sorely mistaken.)&lt;br /&gt;
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==Vucar the woodcrafter==&lt;br /&gt;
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This is the brief story of Vucar, who longed for wood to create a great carving.&lt;br /&gt;
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Unfortunately, we forgot to bring an axe with us, so even with the abundant trees outside, no one can cut one down. So we've no logs for him, and no way to get any for seasons.&lt;br /&gt;
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So some trouble was expected of Vucar. Everyone avoided his workshop, and the miners (incredibly buff from digging out the entire fortress with just picks) formed themselves into a military squad led by one of the original six dwarves.&lt;br /&gt;
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The squad was just returning from having quickly dug a huge room below the farm plots, and as they bounded up the stairs to grab a drink, they heard the screams of the other dwarves as they fled from Vucar's sudden and violent outburst.&lt;br /&gt;
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Rushing to the rescue, they rapidly made short work of Vucar with their picks. To these legendary cutters of raw stone, flesh cannot stand. As they stepped back from their sad work, they reflected that while it was good it was quick for him, and no one else was hurt . . . it was very unfortunate that they caught him right in the middle of the barracks. Blood had sprayed all over the smooth floors, and formed quickly congealing pools. Worst of all, the only two beds in the entire fortress of twenty dwarves were coated in blood and dwarf intestines.&lt;br /&gt;
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&amp;quot;Someone call the butcher!&amp;quot; hollered the squad-leader Tulon.&lt;br /&gt;
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And then they went back to work. After all, if the farm isn't working soon, they'll all starve during the next winter.&lt;br /&gt;
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==Memadamt Thatthilkebul Toral==&lt;br /&gt;
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On the 11th of slate, 1055 Zan Ingishsodel, a newly arrived carpenter to Alathaved entered a Fey mood.  He commandeered the only carpenter's shop in the Outpost, and proceeded to demand many wooden logs and even a cut gem.  He horded 4 logs, and the first cut gem, a Lapis Lazuli.  He worked for days, every Dwarf wondered what he would make.  Would it be a table?  Maybe a great door, or even a ornate wooden shield.  They were all wrong, when Zan finally emerged from his shop.  Everyone held their breath as he proclaimed &amp;quot;It is done, Memadamt Thathilkebul Toral (Reinedbent the Autumnal Sparkle of Laws) the greatest Barrel in the land is complete!&amp;quot;  The barrel was made of Acacia, decorated with Palm, encircled with bans of Lapis Lazuli, adorned with hanging rings of Palm and menaces with spikes of Acacia.&lt;br /&gt;
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Some say it's a masterpiece, others say it's a waste of wood when it's such a scarce resource in the region.  All Dwarves can agree that it looks great, with Dwarven Rum pouring out of it.&lt;br /&gt;
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== You don't want to go to the desert ==&lt;br /&gt;
7 dwarves  arrived in the vast red sand desert hoping to start a new life far from the mountainhomes. In the distance Todol, the parties engineer, spotted two dark towers.&lt;br /&gt;
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“Hey look!  A Human outpost,” he remarked.&lt;br /&gt;
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And as the band of dwarves approached they saw a littering of trinkets in the sand, evidently dropped by the humans that had settled this area. Slightly mangled earrings and scepters, as well as bracelets and instruments littered the crimson dunes. Trinkets and darker things as well. Human skull idols that had been smoothed by the sands of time lay half-burried, their empty eye sockets gazing at the interloping dwarves on their trek to the towers.&lt;br /&gt;
&lt;br /&gt;
The dwarves spied the first human they had seen in months and approached, but this was no human. Rotting flesh still clung uselessly to the bones of this former swordsman. As it’s dull lifeless eyes turned on the dwarves the ghouls mouth dropped open to utter, “Hraaaaaaah.”&lt;br /&gt;
&lt;br /&gt;
PANIC! The dwarves scattered only to realize they’d been surrounded by the undead stalkers. One by one they dropped in the sand, to be consumed by the ever hungry zombies, leaving behind only their ruined clothes and a cart full of rotting supplies. So let this be a lesson to you: You don’t want to go to the desert.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==The lonely mason==&lt;br /&gt;
In my first successful fortress there was a mason. He was good at his work and enjoyed it. I tasked him with crafting a stone table, I placed it and made it a meeting hall and dining room (grumbles from nobles). In winter I was surprised and intrigued when a message popped up saying that the mason was throwing a party. I waited, but still no one joined him.&lt;br /&gt;
For FOUR YEARS he repeatedly threw parties, but every other dwarf was always somewhere else at the time, even when dwarves &lt;br /&gt;
were eating and he threw a party they just muttered and walked off.&lt;br /&gt;
After this he became secretive and withdrew from society, to his workshop, there he made his master piece, a stone table&lt;br /&gt;
of fine craft he named aralagra. He carried it everywhere with him and ate on it. But when he threw his last party, alone.&lt;br /&gt;
The roof collapsed on top of him. His body was never found.&lt;br /&gt;
&lt;br /&gt;
---- &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===STOP PRESS: Strange Rumblings in Newhomes of Water===&lt;br /&gt;
(An excerpt from the Dwarven Newspaper the ''Humble Bolt of Packs'')&lt;br /&gt;
&lt;br /&gt;
Tragedy has struck the once-proud Village of Irbom Arel as floods claimed the life of at least eight dwarves, including two children. Among the victims was the fey but brilliant craftsdwarf Feb Likotasen, whose wooden objete d'art were reknowned thoughout the world.&lt;br /&gt;
&lt;br /&gt;
The freak surge of water, which inundated almost half of the fortress, appears to have been caused by a failing of the village reservoir system during refilling.  Aban Vukcasfikod, who allegedly constructed almost all of the components in the system, and was constructing defences on the surface when the flood struck, has not made a statement, but the ''Humble Bolt of Packs'' can reveal that cause of the flood was mechanical. Engineers from Idithreg Limar have been dispatched to examine the site.&lt;br /&gt;
&lt;br /&gt;
According to one source, the floodgate which controlled the flow of river water into a reservoir deep below the surface failed to shut, causing wells feeding from the reservoir to overflow and spill into the corridors.&lt;br /&gt;
&lt;br /&gt;
Most of the victims were gathered in the unfinished meeting hall and statue park dubbed &amp;quot;The Red Room.&amp;quot; Among them was Dumed Osustmorul, a rising star in the engraving world, who had recently finished the stunning renovation of Mayor Akrullod's chambers. She was to be the creative powerhouse behind The Red Room, having singlehandedly tranformed it from a mined out Kaolinite cluster into the social hub of the village.&lt;br /&gt;
&lt;br /&gt;
At the time of printing, Mayor Akrullod and a visiting diplomat are still unaccounted for. It is believe the two are trapped in an unfurnished bedroom five levels below the surface. A rescue attempt has begun, with miners optimistic that the dwarves can be retrieved.&lt;br /&gt;
&lt;br /&gt;
Luckily, it seems that most of the village's citizenry were close to the surface at the time, due to the recent arrival of a trading caravan, including Newhome's youngest inhabitant, a newborn girl who recently survived an abduction attempt by goblin raiders.&lt;br /&gt;
&lt;br /&gt;
== ''Gotta love tha little fellas'' ==&lt;br /&gt;
''It's the story we all know really, but my guys put the cherry on top of the cream.'' &amp;lt;br&amp;gt;&lt;br /&gt;
They started excessively eating and drinking right when the caravan showed up, 2 improved on it by going to bed in the middle of depot hauling. When i had my broker at the depot and finally at least most of my trading stuff too, that *** decided to have a drink, then wander off to some stockpile sorting! After successful trading (yes, they really took my native platinum floodgate and armor stand accidents worth 2800 bucks! Didn't even have to sell much food to buy the caracan off) he and the liason did the obligatory 'dance round the fortress' ending up in his bedroom..the liason being female..meeting its called, i see. And now i know why it takes so long too. Then it was time for the rest of my brave workers to go sleep, littering the space between depot and piles with items and leaving most of my valuable shopping bags outside, ready to grab for the goblins. I see why brokerboy is tired, but the rest? This will prolong the stay of Ms Crazy of course and we are only half through the meetings..fun to come for Outpost Thobardes.&lt;br /&gt;
&lt;br /&gt;
==The Channel Digger==&lt;br /&gt;
One day my favorite miner started working on his tunnel for the water to flow through. When he reached the water. It started flowing in to the cave and he ran for his life. Finaly at the door which would stop the water, he discovered the door was locked and he drowned. Because one of the mechanisems didn't work, the whole farm project failed and he gave his life for nothing. Poor digger.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19761</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19761"/>
		<updated>2008-03-06T23:36:58Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that fated your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except bows and crossbows) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So, in order to change [[weapons]], you would {{k|d}}rop your current [[weapon]] and then either {{k|g}}et the new [[weapon]] or {{k|r}}emove the new [[weapon]] from the [[backpack]]. Once you have equipped the new [[weapon]], {{k|g}}et your old [[weapon]] and it will be tucked away safely in your [[backpack]]. [[Armor#Shields and Bucklers|Shields]] work the same way.&lt;br /&gt;
&lt;br /&gt;
Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds a lot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thirsty, and drowsy, make sure your [[waterskin]] is always filled(fresh [[water]] at the [[Temple|temples]]), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6201</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6201"/>
		<updated>2008-03-06T23:22:30Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
One way of doing this is with the stockpiles on the next Z-level like this:&lt;br /&gt;
&lt;br /&gt;
(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
i=input item o=output item W=workshop&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
==== Moody Dwarves ====&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
{{qd|cols=9&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|`|`|`|X|`|`|`|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
&lt;br /&gt;
===Dams===&lt;br /&gt;
See [[dam]].&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10156</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10156"/>
		<updated>2008-03-06T22:32:33Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where dwarves will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stock pile will be stored in [[Using bins and barrels|bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another dwarf. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for gems, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and confusingly the right hand menu will empty out. Don't worry, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile.&lt;br /&gt;
&lt;br /&gt;
Taking from a stockpile can only happen one way. Telling stockpile #4 to take from #13 will stop #13 from taking from #4. This is probably a good thing, otherwise your dwarves will continuously move items between the two stockpiles. To be truly evil though, you can introduce a third stockpile, at which point #4 taking from #12, #12 taking from #13, and #13 taking from #4, is perfectly valid.&lt;br /&gt;
&lt;br /&gt;
One stockpile can be set to take from any number of other stockpiles, so in theory it is possible to construct supply chains of material. For example, you may have a small stone stockpile next to some mason's workshops, and a much bigger 'central' stone stockpile. Using this feature, you can get your dwarves to keep the workshop stockpile filled from the central stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use bins to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow arrows and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
Animals stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted metal and blocks of cut stone are kept here after being processed by the smelter and mason's workshops, before being used for other purposes. Weirdly, ashes, potash, charcoal, and coke from the wood furnace, ashery, and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. Bins can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and thread from the loom is stored here. Bins can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the craftsdwarf's workshop, as well as the clothes maker's shop and the leather works, are placed here before being used in trade or other uses. This type of stockpile can use bins to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
===[[Food]]===&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, though, tallow, lye, giant desert scorpion venom, and liquid fire are as well. Up to 10 food items may be stored in a barrel (and the stack +Cow meat roast [8]+ would count as eight items). Fresh [[fish]] and animals are brought here before being processed by the butchery and fishery and turned into raw meats. The raw meat is then brought to the kitchen for cooking. Note that prepared food stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
Food stockpiles should in most cases be specified as things like seed stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the carpenter's workshop, mason's workshop, and mechanic's workshop will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw glass, both cut and uncut, before being used in a construction. It can use bins to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and pets that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but bones will not removed at the end of the season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a Tanner's Shop, will be kept here. Like most stockpiles that use bins, it can use bins to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a cave, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside your cavern, usually a small distance from the entrance, an alternative to this is to dig channels down from outside creating an outside area inside your fortress you can place your refuse stockpile here and whilst it will be in your fort it wont generate miasma. If placed indoors, decaying items will generate miasma, which will generate a small unhappy thought in any dwarf passing through it. Bones and shells are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as ore. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, if the hauling is ever completed, meaning that the player may want to create several stone stockpiles. Making a gigantic stone stockpile is not a good idea, because it will take forever to fill up. It is a good idea to position these stockpiles close to your mason's workshop or your mechanic's workshop. An alternative option is to merely make a small stockpile near your masons and leave stones where they lie, eliminating dwarves running around carrying stone all the time. This can have the effect of blocking expandable types of construction if there is not enough space around to move the stones into. Some dwarves regard the existence of stone stockpiles as a sign of divine displeasure, cursing dwarves to scurry around the fortress carrying rock to and fro for all eternity. To avoid stone hauling when you don't want it, set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. Bins can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Because wood takes a long time to haul down from the surface, it should be rather large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw turtle, mechanisms and all stone types apart from onyx if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal ores' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
*Categories - Item type&lt;br /&gt;
*Animals - Empty cages and Empty animal traps&lt;br /&gt;
*Food  - Prepared food&lt;br /&gt;
*Furniture - Sand bag&lt;br /&gt;
*Weapons - Local and Foreign&lt;br /&gt;
*Armor - Local and Foreign&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bone and shell, and then an indoor pile near to your craftsdwarf's workshop that will '''only''' accept these things. That way, once all the meat has rotted off of any carcases outside, the bones will be brought in for processing rather than disappearing at the end of the season. While this strategy can be useful, it only works if you have set the option for dwarves to gather refuse from outside. Otherwise, the dwarves will ignore the bones in the outside stockpile. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
This feature is probably most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the kitchens, your floodgates and mechanisms near the rooms that need statues and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8834</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8834"/>
		<updated>2008-03-06T22:31:36Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a bed in it is not yet a bedroom: you have to select the bed &amp;lt;!--how-to is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by walls and doors: it is a zone of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's value and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal dining room is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Zoo]], defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room grades ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and furnishings. Higher-quality room grades will produce happy thoughts in dwarves utilizing these rooms. If a room contains items made from materials a dwarf favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] the walls and the floor.&lt;br /&gt;
&lt;br /&gt;
Rooms can also be assigned to specific dwarves (to satisfy a [[noble|noble's]] requirements, for instance). Bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* Furniture adds to the quality, by exactly the value of the furniture, which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. Statues and windows are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is divided by four for those rooms. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
** Alternately, make ''one'' large room, and install every noble there. The quality reduction for overlapping rooms is insignificant compared to the savings over constructing and furnishing a large number of rooms. As a bonus, a single chest, cabinet, armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.) The drawback to this method is that most nobles are happy with &amp;quot;decent&amp;quot; quality rooms or less, and if the king shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal.&lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
&lt;br /&gt;
Taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000691 Draxxalon's study.] Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray rock]] || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Light/dark rock]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark stone are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
&lt;br /&gt;
All standard furniture (Beds, Coffers, Weapon Racks, ...) has a basic value of 10. For purposes of room value, doors are just another bit of furniture. This is multiplied by [[Item value|Material Values]] and item [[quality]]. A * Marble Door* , for example, is worth 10 (door) * 2 (marble) * 4 (* superior quality* ) = 80 points. It's easy to see that adding just some quality furniture will increase a room's value quite a bit. The floor space that the furniture is standing on still counts.&lt;br /&gt;
&lt;br /&gt;
* Windows, no matter how valuable, don't add to room cost.&lt;br /&gt;
&lt;br /&gt;
* Statues (basic value 25) do not block the tile they're standing on, but the wall they're standing in front of is rendered inaccessible and hence no longer contributes to room value.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. Unless noted otherwise, the title listed will be used for all room types: for instance, a Meager office is just that: a Meager Office. Bedrooms are referred to in-game as &amp;quot;quarters&amp;quot;: a Fine bedroom will be called &amp;quot;Fine Quarters&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Meager ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 1 - 99&lt;br /&gt;
&lt;br /&gt;
A meager tomb is called a ''Grave''.&lt;br /&gt;
&lt;br /&gt;
==== Modest ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 100 - 249&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
* a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ). &lt;br /&gt;
&lt;br /&gt;
A modest tomb is called a ''Servant's Burial Chamber''.&lt;br /&gt;
&lt;br /&gt;
==== No adjective (plain room) ====&lt;br /&gt;
&lt;br /&gt;
Rent Value: 250 - 499&lt;br /&gt;
&lt;br /&gt;
A plain room can still be small:&lt;br /&gt;
&lt;br /&gt;
* 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
* A 3x3 room single detailed everywhere (with no ore or gems in the walls) with an exceptional (triple bar) door, bed, cabinet, coffer, weapon rack and armor stand. (rent 395)&lt;br /&gt;
&lt;br /&gt;
A plain tomb is called a ''Burial Chamber''.&lt;br /&gt;
&lt;br /&gt;
==== Decent ====&lt;br /&gt;
&lt;br /&gt;
Rent Value: 500-999&lt;br /&gt;
&lt;br /&gt;
A decent tomb is called a ''Tomb''.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
* A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand. (rent 815)&lt;br /&gt;
* A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
&lt;br /&gt;
==== Fine ====&lt;br /&gt;
&lt;br /&gt;
Rent Value: 1000-1499 &lt;br /&gt;
&lt;br /&gt;
A fine tomb is, surprisingly enough, called a ''Fine Tomb'', and a fine office is called a ''Splendid Office''.&lt;br /&gt;
&lt;br /&gt;
==== Great ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 1500 - 2499&lt;br /&gt;
&lt;br /&gt;
A great tomb is called a ''Mausoleum'', and a great office is called a ''Throne Room''.&lt;br /&gt;
&lt;br /&gt;
==== Grand ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 2500 - 9999&lt;br /&gt;
&lt;br /&gt;
A grand tomb is called a ''Grand Mausoleum'', and a grand office is called an ''Opulent Throne Room''.&lt;br /&gt;
&lt;br /&gt;
* A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
&lt;br /&gt;
* A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
==== Royal ====&lt;br /&gt;
&lt;br /&gt;
Rent Price: 10000+&lt;br /&gt;
&lt;br /&gt;
A doubly-detailed, heavily furnished 20x20 Dining Room topped out as Royal. You can get a lesser room there with the invaluable aid of masterpiece furniture or engravings. Note that the fastest way to get a Royal room is to stuff it full of platinum statues; 10 basic-quality platinum statues makes a Royal room.&lt;br /&gt;
&lt;br /&gt;
A royal tomb is called a ''Royal Mausoleum'', and a royal office is called a ''Royal Throne Room''.&lt;br /&gt;
&lt;br /&gt;
Royal is the highest-quality room grade.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13586</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13586"/>
		<updated>2008-03-06T22:27:07Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a settlement begins to grow in size '''traffic''' may become an issue. Movement in narrow hallways are slowed by dwarfs moving past each other and vegetation will tend to die in outdoor areas with high traffic, eventually exposing bare soil.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good fortress design, such as making hallway which are likely to be high use double width and placing [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by setting traffic areas.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, normal (the default, and unmarked) costs 2 points per square, low costs 5, and restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may with to designate as restricted the shop.&lt;br /&gt;
* If an area occasionally gets flooded, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2151</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=2151"/>
		<updated>2008-03-06T22:26:34Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Typographical Errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress.  Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] grown on farms are also excellent for [[brewing]] [[alcohol]], and some have other uses.&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soft, arable soil, which is available in great quantity outside the fortress on most maps (the notable exceptions being mountainous maps).  If arable soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit mud on the bare rock, which can then have farm plots placed upon it.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground.  If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted.  Caravans will also sometimes bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean.  A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it.  Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
=== Greenhouses ===&lt;br /&gt;
If you want a secure way to farm out door plants indoors build a greenhouse!&amp;lt;br&amp;gt;&lt;br /&gt;
Channel out a square area, you can also use the remains of a dried up pond.&amp;lt;br&amp;gt;&lt;br /&gt;
Now build floors out of Glass blocks, this will allow light to pass through, but not invaders.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now Plant above ground plants like strawberries or Long Land grass in the light, underground.&amp;lt;br&amp;gt;&lt;br /&gt;
CAUTION,&lt;br /&gt;
You must channel out the area first then make the floor, it won't work if you make the block floor and mine underneath.&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{K|b}}uild menu and place farm {{K|p}}lots. Use {{K|u}} and {{K|k}} to increase the size of the plot, and {{K|m}} and {{K|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{K|Enter}} will place it. Your grower(s) will now rush in  and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot will provide enough food to bring you through your first winter, and even smaller fields are sufficient if you stretch out the food by [[brewing]]. If there is rubble in the room, leave a little extra space; otherwise, the farmers tend to stack the boulders under your farm room doors and cause them to get stuck ajar, which if you're not careful can lead to flooding the next time the field is irrigated. You can also avoid putting doors right next to the farm.&lt;br /&gt;
&lt;br /&gt;
Digging out larger farm rooms than you need can be useful in other ways as well: muddied areas can spontaneously produce [[tower-cap]]s (a source of wood), spider webs (a source of [[silk]]), and [[shrub]]s of the same type as your [[crops]].&lt;br /&gt;
&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{K|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} from the plot selection screen. You cannot designate crops for seasons already past; you will need to remember to do this in the following spring.  You do not have to plant the same thing each season, and some plants are only available during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will look like a solid (not blinking) double tilde (~).  Once a square has been planted, it will look like a double line.  Once the square has been harvested, it will return to the previous state (double tilde).&lt;br /&gt;
&lt;br /&gt;
In the first year, you should focus your production on berries aboveground, or [[plump helmets]] underground, because they can either be eaten raw or brewed.  [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively.  Dimple cups are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked).&lt;br /&gt;
&lt;br /&gt;
You cannot buy berry seeds upon embarking.  If you choose to plant berry shrubs, designate a dwarf with [[herbalism]] to gather plants outside until you get some suitable plants, then brew them to get the seeds.  Make sure the outside farm plot is designated in the same [[biome]] that the plants were gathered from.&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{K|z}} &amp;quot;fallow&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work one one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and somehow squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on:&lt;br /&gt;
*[[grower]] [[skill]] of the farmer who '''planted''' it.&lt;br /&gt;
*whether the plot was fertilized. Fertilization increases yield up to about 1.5 times{{Verify}}. &lt;br /&gt;
*it does not depend on any skill of the harvester&lt;br /&gt;
&lt;br /&gt;
Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants.  Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
To fertilize a field {{K|q}} on it and choose {{K|f}}'''ertilize''' command. The amount of potash needed to fully fertilize a field depends on its size; it is listed on the farm plot.&lt;br /&gt;
Using {{K|q}} to view the farm plot, look for the field that looks like N/M ft.  N is the amount of fertilizer applied so far, while M is the maximum fertilizer that can be applied. {{K|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. Outdoor plots can be fertilized, indoor plots (on clay loam) not.&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{K|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]] unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{K|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{K|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods.  Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile).  In the {{K|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks.  Leaves, sugar, and flour are not edible; to use them up and free the bags they, you must cook.  You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy.  Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Skills#Growing|Farmers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10678</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10678"/>
		<updated>2008-02-12T23:15:44Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zones are areas in which dwarves are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.&lt;br /&gt;
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
When hovering over the activity zone, you may tap {{key|a}} to enable or disable the zone.  Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]] of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to fish.&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
==Garbage Dump==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw refuse designated by using {{k|k}} then {{k|d}}.  If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space.&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively-empty plot of land or adjacent to a cliff face or hole.  Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an [[open space]].&lt;br /&gt;
&lt;br /&gt;
Things that are dumped are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific creatures.  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify animals you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off.&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19878</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19878"/>
		<updated>2008-02-12T23:14:14Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (Shift + 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a [[soldier]] with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and them press enter again.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin sparring to train their skills.  It is possible to get horrendous injuries by letting your dwarves spar with weapons, so it is strongly advisable to make them train first without weapons to improve their [[wrestling]] skill, and then outfit them with armour before you give them real weapons to practice with.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;br /&gt;
&lt;br /&gt;
Archery ranges offer the equivalent of sparring for Marksdwarves, and will only be taken advantage of when there are wooden or bone bolts available (Dwarves obviously view these inferior materials as 'practice' ammo). As with sparring, shooting on an archery range is only done off-duty. Make sure you set a safe shooting direction after designating the shooting range on an archery target using {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so make sure to get them involved in a few unarmed, armored sparring matches in the barracks.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him from duty]] so he can at least serve your economy as a hauler (or Royal Guard), and give his weapon and armor to a dwarf who will practice with them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10154</id>
		<title>40d:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stockpile&amp;diff=10154"/>
		<updated>2008-02-12T23:12:56Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where dwarves will store items of various types. Dwarves with the &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stock pile will be stored in [[Using bins and barrels|bins and barrels]]&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a wall, a workshop, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another dwarf. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for gems, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{key|q}} menu, and highlight the ''destination'' stockpile. Press {{key|t}}, and confusingly the right hand menu will empty out. Don't worry, using the cursor, highlight another stockpile and press [Enter]. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile.&lt;br /&gt;
&lt;br /&gt;
Taking from a stockpile can only happen one way. Telling stockpile #4 to take from #13 will stop #13 from taking from #4. This is probably a good thing, otherwise your dwarves will continuously move items between the two stockpiles. To be truly evil though, you can introduce a third stockpile, at which point #4 taking from #12, #12 taking from #13, and #13 taking from #4, is perfectly valid.&lt;br /&gt;
&lt;br /&gt;
One stockpile can be set to take from any number of other stockpiles, so in theory it is possible to construct supply chains of material. For example, you may have a small stone stockpile next to some mason's workshops, and a much bigger 'central' stone stockpile. Using this feature, you can get your dwarves to keep the workshop stockpile filled from the central stockpile.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry is stored here. It can use bins to consolidate up to 100 units of ammo. Since the only ammo dwarves can currently use is [[crossbow]] [[bolt]]s, it might be wise to disallow arrows and blowdarts.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
Animals stored in [[cage]]s that are not affixed to a location will be stored in these stockpiles. [[Trap]]s used for capturing wild animals and empty [[cage]]s are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted metal and blocks of cut stone are kept here after being processed by the smelter and mason's workshops, before being used for other purposes. Weirdly, ashes, potash, charcoal, and coke from the wood furnace, ashery, and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. Bins can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and thread from the loom is stored here. Bins can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Finished Goods]]===&lt;br /&gt;
Finished goods created by the craftsdwarf's workshop, as well as the clothes maker's shop and the leather works, are placed here before being used in trade or other uses. This type of stockpile can use bins to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
===[[Food]]===&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, though, tallow, lye, giant desert scorpion venom, and liquid fire are as well. Up to 10 food items may be stored in a barrel (and the stack +Cow meat roast [8]+ would count as eight items). Fresh [[fish]] and animals are brought here before being processed by the butchery and fishery and turned into raw meats. The raw meat is then brought to the kitchen for cooking. Note that prepared food stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
Food stockpiles should in most cases be specified as things like seed stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the carpenter's workshop, mason's workshop, and mechanic's workshop will be stored here, along with furniture created from other shops, until placed or used in another building. Since this is a very broad category, like food, generally more specific stockpiles should be created.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw glass, both cut and uncut, before being used in a construction. It can use bins to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Graveyard]]===&lt;br /&gt;
Dead dwarves and pets that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but bones will not removed at the end of the season.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Are dwarf and pet bones removed at the end of the season ever? --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a Tanner's Shop, will be kept here. Like most stockpiles that use bins, it can use bins to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a cave, any garbage item that can rot will be stored in a refuse stockpile. Many players prefer to place this stockpile outside your cavern, usually a small distance from the entrance, an alternative to this is to dig channels down from outside creating an outside area inside your fortress you can place your refuse stockpile here and whilst it will be in your fort it wont generate miasma. If placed indoors, decaying items will generate miasma, which will generate a small unhappy thought in any dwarf passing through it. Bones and shells are also stored here, whether they be from defeated enemies or raw food processing. Outdoor refuse stockpiles are emptied at the turn of the seasons, but indoor refuse stockpiles are not, so you may wish to make an indoor refuse stockpile that takes bones from the outdoor stockpile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as ore. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, if the hauling is ever completed, meaning that the player may want to create several stone stockpiles. Making a gigantic stone stockpile is not a good idea, because it will take forever to fill up. It is a good idea to position these stockpiles close to your mason's workshop or your mechanic's workshop. An alternative option is to merely make a small stockpile near your masons and leave stones where they lie, eliminating dwarves running around carrying stone all the time. This can have the effect of blocking expandable types of construction if there is not enough space around to move the stones into. Some dwarves regard the existence of stone stockpiles as a sign of divine displeasure, cursing dwarves to scurry around the fortress carrying rock to and fro for all eternity. To avoid stone hauling when you don't want it, set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon]]s===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. Bins can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's workshop. Because wood takes a long time to haul down from the surface, it should be rather large. It is a good idea to position this stockpile close to your carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, ect, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw turtle, mechanisms and all stone types apart from onyx if you wanted. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal ores' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit of forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
*Categories - Item type&lt;br /&gt;
*Animals - Empty cages and Empty animal traps&lt;br /&gt;
*Food  - Prepared food&lt;br /&gt;
*Furniture - Sand bag&lt;br /&gt;
*Weapons - Local and Foreign&lt;br /&gt;
*Armor - Local and Foreign&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile that will accept all refuse except bone and shell, and then an indoor pile near to your craftdwarf's workshop that will '''only''' accept these things. That way, once all the meat has rotted off of any carcases outside, the bones will be brought in for processing rather than disappearing at the end of the season. While this strategy can be useful, it only works if you have set the option for dwarves to gather refuse from outside. Otherwise, the dwarves will ignore the bones in the outside stockpile. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and a potentially large amount of useless hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
This feature is probably most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the kitchens, your floodgates and mechanisms near the rooms that need statues and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21919</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21919"/>
		<updated>2008-02-12T23:12:06Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overall Economic Flowchart =&lt;br /&gt;
&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a dwarf or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
 Note: an article is desperately needed to cover the concept of happy thoughts.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:(designate -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:(designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:(designate -&amp;gt; Smooth Stone) and (designate -&amp;gt; Engrave Stone)&lt;br /&gt;
: The reason you do this is to give your dwarves happy [[thought]]s, which has a beneficial effect. Also with economy the rent rises with room quality&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:(designate -&amp;gt; Fish, do this at the level above the water)&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:(assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(designate -&amp;gt; Gather Plants)&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:(note that the Farm Plot while it is a building is not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:(note - the Wood Furnace is a Furnace, not a workshop)&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:(note that the Kennels while it is a building is not a workshop)&lt;br /&gt;
:(also animal training only works for [[dog]]s right now, unless you care to edit the raws)&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
: ({{K|Z}}-Animals-Ready for Slaughter)&lt;br /&gt;
: U-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
: The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Craft]], [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
: Totems can't be used for anything right now. They can be sold, though...&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
: note - the various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Fuel]] - no Fuel at all if you don't make steel.&lt;br /&gt;
: The reaction table for which Ores make which metals and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
: Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
: note - this means, to stay in steady operation, smelt iron ore twice, then pig iron once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
: it's generally a better idea to make the alloy directly from ore, I believe.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
: This obviously needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
: You need to assign the collect sand job to a glass furnace, AND&lt;br /&gt;
: use Zones -&amp;gt; Collect Sand&lt;br /&gt;
: FWIW I can&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; [[Furniture]]&lt;br /&gt;
: It is presently impossible to make glass weapons because those require glass bars, which you cannot make.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]]  -&amp;gt; Wild [[animal]] -&amp;gt; [[Kennels]]/[[Animal training]] or [[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/ &lt;br /&gt;
: milking -&amp;gt; Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire&lt;br /&gt;
: As far as I know camels cannot yet be milked...&lt;br /&gt;
 &lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: IMPORTANT NOTE - Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty (Z-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
: You can also set your kitchen to cook seeds&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your workshops is to have properly positioned and well-maintained stockpiles.&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your legendary dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with marble; but if you make them too small, you risk not having enough when the legendary furnace operator gets to work!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: Stone is so abundant that you almost never need large stone stockpiles. If you want your stonecrafters or masons to use a choice variety of stone (such as obsidian), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time wood burner will produce more Charcoal and more ash than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without bins is unlivable. If you have to make them out of metal, I suggest copper or lead. But few start locations are so wood deprived that one log is harder to come by than 3 metal bars.&lt;br /&gt;
: You'll want to make more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade depot, since the dwarves haul the bin with them.&lt;br /&gt;
: However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are.&lt;br /&gt;
: So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Fuel]] of every kind, as well as [[Ash]] and [[Potash]], are classified as Metal Bars for some mysterious reason.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18349</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=18349"/>
		<updated>2008-02-12T23:09:38Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see [[Military]].&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing ['''shift-a'''] and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see [[squads]] for controlling where your [[soldier]]s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, weapons with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: [[weapon damage|weapon]] type, weapon [[Weapon Damage#Material Damage Effects|material]], weapon [[quality]], weapon [[quality|wear]], attacker [[attributes|strength]] (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the [[armor]] worn by the defender, and the [[attributes|toughness]] of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality can increase your skill by up to double.  Each level of quality grants a 20% bonus to skill, plus one skill level.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, wooden mace with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  (or, more likely, kills you first.)&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a sword causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/shield, or make it unable to attack with that limb.  Breaking a leg will cause a two-legged creature to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use ['''s'''] to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects:  First effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain).  More toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing ['''shift-i'''] and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to [[wrestling|wrestle]] the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the ['''shift-i'''] menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no [[Blood|blood]], and is immune to pain (e.g., undead), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and hammers) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and axes can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but uninjured.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a wall, tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide per two&lt;br /&gt;
* if the creature is drowning, divide per two&lt;br /&gt;
* if the creature is stunned, divide per two&lt;br /&gt;
* if unknown test, divide per four&lt;br /&gt;
* if pain &amp;gt; 100, divide per two&lt;br /&gt;
* if exhaustion &amp;gt;= 2000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 4000, lvl = lvl*3/4&lt;br /&gt;
* if exhaustion &amp;gt;= 6000, lvl = lvl*3/4&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide per two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide per two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide per two&lt;br /&gt;
&lt;br /&gt;
A creature with high exhaustion, for example 6500, will have its skill modified that way:&lt;br /&gt;
new level = level * 3 / 4 * 3 / 4 * 3 / 4&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of crossbows, and especially bows, in close combat suggests that ranged weapons are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, humans, and goblins; bows are used by elves, humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second throat.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
Blunt weapons are also supreme at causing enemies to fly away when struck with enough force.&lt;br /&gt;
&lt;br /&gt;
The maul, despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build flails, morningstars, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves.&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but does less damage than blunt weapons. Slashing weapons are more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  Axes do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield two-handed swords or halberds, and dwarves cannot build scimitars, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a spear is somewhat of a luck-based weapon.  It gets stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a pike; it is a two-handed weapon, even for a human.&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do, by far, the least damage, and do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain.  Whips are rarely used, but presumably they're good against unarmored, small, living creatures.  These kind of weapons are pointless against the undead and other non-living creatures.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures particularly [[giant cave spider|giant cave spiders]] shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing you are completely immobilized until you can break free of the web. Currently in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, it would be most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latch and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing fire at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment it's wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
Dragons breathe dragon fire, which is more powerful than just regular fire breath.  Creatures with just normal fire immunities can be effected by it.&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1878</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1878"/>
		<updated>2008-02-12T23:03:14Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Workshops''' are where objects are created, refined, altered, and decorated.&lt;br /&gt;
&lt;br /&gt;
== Building workshops ==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[stone]], [[wood]], or other common materials (although there are a few exceptions).  To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. Attention: '''dark green locations in the plan that will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. &lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a dwarf with the appropriate [[labor]] enabled to build the workshop ({{key|v}}iew dwarf-{{key|p}}references-{{key|l}}abors).  For instance, to build a a [[carpenter's workshop]], you must have a dwarf with the &amp;quot;Carpentry&amp;quot; labor enabled.  Some workshops (such as the [[furnaces]]) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
== Using workshops ==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled '&amp;lt;span style=&amp;quot;color: #0c0&amp;quot;&amp;gt;'''R'''&amp;lt;/span&amp;gt;' in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled '&amp;lt;span style=&amp;quot;color: #0ac&amp;quot;&amp;gt;'''A'''&amp;lt;/span&amp;gt;', if any, is the currently active project.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source, even if they don't have the [[hauling]] jobs for those materials set.  Dwarves work more efficiently if the materials for their workshop are nearby.&lt;br /&gt;
&lt;br /&gt;
Dwarves will ''not'' automatically haul things away from workshops once they've been completed.  These completed items will pile up in the workshop where they were finished, and if no haulers or storage space is available, they can eventually [[clutter]] the workshop to the point where productivity is drastically slowed.  A workshop labeled '''(CLT)''' at the top of its room display is considered to be cluttered to this point. The brighter the label, the more drastic the effect on production.  Even the least severe, dark grey &amp;lt;span style=&amp;quot;color: #666&amp;quot;&amp;gt;'''(CLT)'''&amp;lt;/span&amp;gt; will increase production times by a factor of two, and each additional level of clutter thereafter increases the multiplier by an additional one.  &lt;br /&gt;
&lt;br /&gt;
Note that the items causing the problem will not be visible in the fortress itself, and that there is no way to notice a cluttered workshop without looking at the items in the room with {{key|t}} or the production and general room information with {{key|q}}.&lt;br /&gt;
&lt;br /&gt;
==Workshop profiles==&lt;br /&gt;
&lt;br /&gt;
Each workshop has a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).&lt;br /&gt;
&lt;br /&gt;
== Types of workshops ==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:&lt;br /&gt;
* [[Alchemist's laboratory]]: Used to make [[soap]].&lt;br /&gt;
* [[Ashery]]: Used to make [[lye]] and [[potash]].&lt;br /&gt;
* [[Bowyer's workshop]]: Used to make [[Crossbows]]&lt;br /&gt;
* [[Butcher's shop]]: Used to turn some corpses and [[livestock]] into usable materials.&lt;br /&gt;
* [[Carpenter's workshop]]: Used to make many items from [[wood]].&lt;br /&gt;
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].&lt;br /&gt;
* [[Craftsdwarf's workshop]]: Used to make a number of items from a plethora of materials for trading purposes. Also useful to make [[bolts]] cheaply.&lt;br /&gt;
* [[Dyer's shop]]: Used to [[dye]] clothes and thread.&lt;br /&gt;
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], syrup, and leaves.&lt;br /&gt;
* [[Fishery]]: Used to process raw [[fish]] into edible [[meat]] and [[bones]].&lt;br /&gt;
* [[Jeweler's workshop]]: Used to cut [[gems]].&lt;br /&gt;
* [[Kitchen]]: Used to cook food to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[Leather works]]: Used to make [[leather]] into [[armor]] and clothes.&lt;br /&gt;
* [[Loom]]: Used to make [[cloth]] from [[thread]]s.&lt;br /&gt;
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].&lt;br /&gt;
* [[Mechanic's workshop]]: Used only to make [[mechanism]]s from [[stone]].&lt;br /&gt;
* [[Metalsmith's forge]]: Used to make a plethora of items from trading items to [[furniture]] and [[trap]] components from [[metal]] [[bar]]s and [[fuel]]. &lt;br /&gt;
** [[Magma forge]]: Same as above, but with lesser amount of [[fuel]] consumption.&lt;br /&gt;
* [[Millstone]]: Used to make [[dye]]s and food ingredients.&lt;br /&gt;
* [[Quern]]: Same as above, but with muscle power instead of water or [[windmill]]&lt;br /&gt;
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.&lt;br /&gt;
* [[Still]]: Used to make alcohol drinks from [[plants]].&lt;br /&gt;
* [[Tanner's shop]]: Used to tan hides into [[leather]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops|*]]&lt;br /&gt;
&lt;br /&gt;
== Types of furnaces ==&lt;br /&gt;
&lt;br /&gt;
Furnaces behave the same way as workshops, except that they need some form of [[fuel]] ([[charcoal]], [[coke]], or [[magma]]) to operate.  To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.&lt;br /&gt;
&lt;br /&gt;
* [[Glass furnace]]&lt;br /&gt;
** [[Magma glass furnace]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
** [[Magma kiln]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
** [[Magma smelter]]&lt;br /&gt;
* [[Wood furnace]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11657</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11657"/>
		<updated>2008-02-12T23:01:26Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a fortress, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the appeal is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always [[reclaim|reclaim fortress]].&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various things can cause you to lose a fortress.&lt;br /&gt;
&lt;br /&gt;
=== Losing your miners ===&lt;br /&gt;
&lt;br /&gt;
If your [[miner]]s are killed in a collapse and their equipment destroyed, chances are good that you will no longer be able to continue your efforts.  Consider abandoning your fortress.  Alternatively, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]].  It will take another year before they will return.&amp;lt;br/&amp;gt;&lt;br /&gt;
Also consider the tedious but fun option of making buildings outside! If your [[woodcutter]]s with [[axe]]s are still available, then you can build structures of [[wood]]. This is not recommended for very new players though, as it is intensely resource-demanding and takes a lot of managing to get right. (Also not recommended if you don't understand the z-axis system yet.)&lt;br /&gt;
&lt;br /&gt;
=== Starvation ===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable climates, is the loss of your dwarves due to starvation; if you are in the heart of a mountain with no [[soil]] to build on, it is possible you will not be able to establish [[farm]]s.  As dwarves begin to starve, they will become Hungry, then Starving.  This will cause them to become very angry.  When they die, their friends will become upset and will become even angrier, potentially causing the remainder of your fortress to break out in a terminal brawl.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  Try [[butchering]] your [[animals]], [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===Dehydration===&lt;br /&gt;
&lt;br /&gt;
One of the biggest problems with a fortress that has no [[brook]], [[stream]], [[river]], or other source of fresh [[water]].  Water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it [[evaporate]]s.  If this fails, all of the water on the map will evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
[[Brewing]] can alleviate these problems, but in the future brewing will also require water.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down). It is also worth remembering that, unlike water, magma does not flow up like water in the current version although this is expected to change later.&lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the [[military]] and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to pump out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
===Invasion===&lt;br /&gt;
&lt;br /&gt;
The [[goblin]]s first come with about a dozen soldiers to [[siege]] your fort. Then they come again with about two dozen. Then three. Soon enough your [[trap]]s are all sprung, your [[door]]s beaten down, and your dwarves are dead. Without some simple [[Fortress defense|defense]]s, such as a [[moat]], a horde of goblins on your doorstep can be deadly. Sieges by goblins and presumably other civilizations have now been fixed (with the release of v0.27.169.33f), so early defensive fortress planning is required.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Death===&lt;br /&gt;
&lt;br /&gt;
Toady has stated that in the future volcanoes will be much less stable and much more deadly.&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=14820</id>
		<title>40d:Indecisive's illustrated fortress mode tutorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=14820"/>
		<updated>2008-02-12T22:58:58Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Spellchecked, unsure of &amp;quot;grey&amp;quot; and &amp;quot;liason&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This tutorial was originally posted on the Something Awful Forums [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=45#post335365645] [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=45#post335365665]''&lt;br /&gt;
&lt;br /&gt;
This post is not going to be an expansive walkthrough of everything the game has to offer, it is just intended to demonstrate how to get started and using the interface. I'll try to cover as much as I can but I've only played it myself for a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]] [[workshop]]s, [[machine]]s, or [[irrigation]] methods, but hopefully it is enough to get you started.&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
=== Generating Your World ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft000.png|thumb|left|The title screen]]&lt;br /&gt;
&lt;br /&gt;
If this is your first time running the game, the only options will be Create New World and Quit. Let's go ahead and create a new world! The next screen is the option screen for [[World generation|creating the world]]. You can choose a name for the world and even choose a seed number if you like, that will be used to generate the world. Screw that though, I'm going to hit ENTER to create a random one! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft001.png|thumb|left|The world generation screen]]&lt;br /&gt;
&lt;br /&gt;
The world generation can take a while, depending on your computer speed. I've got a pretty new machine and it took 5 minutes. During this time it randomly generates terrain, rivers, vegetation and wildlife for an entire miniature world, and over 1000 years of 'history' for the civilizations living in it. Once it's done it takes you back to the title screen, where you can choose to Start Playing. There will be several options there, Dwarf Fortress, Adventurer, or Legends. Dwarf Fortress is what we'll be playing, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Choosing a Location and Embarking ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft002.png|thumb|left|Choosing a location]]&lt;br /&gt;
&lt;br /&gt;
Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need obscene amounts of wood to burn to make charcoal to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with.&lt;br /&gt;
&lt;br /&gt;
Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have it's own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]]&lt;br /&gt;
&lt;br /&gt;
[[Image:dft004.png|thumb|left|Choosing a location: relative elevation]]&lt;br /&gt;
&lt;br /&gt;
[[Image:dft006.png|thumb|left|Choosing a location: cliff indication]]&lt;br /&gt;
&lt;br /&gt;
If you press Tab from the area select screen it shows other information displays about the area, such as Elevation, Nearby Civilizations, and Cliffyness. You can also choose which particular dwarven civilization you want to come from. &lt;br /&gt;
&lt;br /&gt;
The next choice you are given is to Play Now! or 'prepare for the journey carefully'. That allows you to customize your dwarves starting skills and choose what equipment you want to bring. That's beyond the scope of this tutorial though, let's just jump into the game. (More information on preparing carefully can be had [[Starting_builds#Starting_Builds|here]].) Thus begins the fortress Lanirmosus, &amp;quot;Slyrooms&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Game Screen ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft007.png|thumb|left|The game screen]]&lt;br /&gt;
&lt;br /&gt;
Now, the introduction of the game screen! It starts out with all the options expanded. The actual game window is the very left, showing our dwarves and various tame animals surrounding the starting wagon. Generally you start off in the center of the area you selected to start in.&lt;br /&gt;
&lt;br /&gt;
The middle window is a helpful display of hotkeys. As you select hotkeys it changes to display the options available by using it. This is a very important window to keep open at all times until you know your way around the menus.&lt;br /&gt;
&lt;br /&gt;
The right pane displays the full map of the settled region. The cyan area is open space (because we are about halfway up the mountain), the green/blue area is the level we are currently on (with the X showing where the screen is centered), and the grey stuff is the mountain areas that are higher than us.&lt;br /&gt;
&lt;br /&gt;
You can change which windows are displayed using the {{k|Tab}} key, which cycles through various combinations of game screen and the other two windows. If you disable the hotkey window, it will automatically open itself when you choose a menu item so you can see what you are doing, but the area map will stay closed unless you open it up yourself.&lt;br /&gt;
&lt;br /&gt;
Another key to get familiar with is {{k|Space}}. This key cancels, backs up to a previous screen, and pauses the game.  You'll know the game is paused by the presence of an indicator in the top left corner of the screen.&lt;br /&gt;
&lt;br /&gt;
At the very right of the screen is one of the new interface features, the altitude bar. The number in the bottom right indicates the absolute elevation that you are located at, relative to the 'bottom' of the world. We are currently at 149, which isn't that high, all things considered; if I remember correctly, someone said sea level is at 100, and the scale goes up to 250 or so. Each section of the map goes to roughly plus or minus 17 z-levels, for a total of 35.&lt;br /&gt;
&lt;br /&gt;
The number at the top is where the screen is relative to the 'surface' of where your cursor is. We are currently looking at the surface, so it shows zero. If we look higher it would change to a positive number in green, when we look lower it changes to a negative, red number. The bar itself is a more graphical display of this, where the bright cyan indicates our current location, the brown indicates underground levels, and the dark cyan shows the sky levels. Let's scroll up a z-level by pushing the {{k|&amp;lt;}} key. {{k|&amp;gt;}} will send your view down one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft008.png|thumb|left|The same location, one elevation up]]&lt;br /&gt;
&lt;br /&gt;
Now, looking at the bar again, you will notice that rather than the bright cyan marker changing location, the sky/earth tiles scrolled downwards instead. This is because there are more z-axis levels than can be displayed on the bar. Also, the relative elevation number at the top changed to a +1, showing that we are one level above the ground. The left-most window has changed; this is what it looks like when you are one level above ground. Regular 'ground' tiles become dots, and trees become those green blocks you see there. The down-arrows on the right side indicate a down-ramp, corresponding to the up-ramp in the first screenshot.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that the larger map on the right has changed, now much of what was previously 'mountain' is now shown as a flat plain with forest and some small lakes. This isn't a terribly steep mountain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft126.png|thumb|left|Using the {{k|k}} key to determine the depth of water]]&lt;br /&gt;
&lt;br /&gt;
Now, I'll introduce a very important key, {{k|k}}. This allows you to 'loo{{k|k}} around', which you will use to find out information about everything in the game. Here I've used it to display some [[water]]. Normally water will just look like waves. I've set an option that shows water depth instead of the waves, because it makes it easier to see at a glance whether you are dealing with drowning-type-water, or wet-ankles-type-water. To change that option you need to edit the init.ini file in the data\init\ folder. 7 is the maximum depth, so you can safely assume anything in this square would drown, unless it can swim upwards (or breathe water). You can move the cursor anywhere on the screen to find out information on what is in that particular tile. Those pretty blue stars just below the cursor for example represent 'Damp Rough-hewn Lace Agate Cluster', which you could mine in hopes of getting some valuable gems. Of course, mining it would release the water in that pond, so you'd have a heck of a time actually getting the gems without draining the water.&lt;br /&gt;
&lt;br /&gt;
Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Ground'. These indicators give you the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to be outdoors in the sunlight. Usually all three will be similar, as they are somewhat related but you can have 'inside' areas that are light in certain conditions.&lt;br /&gt;
&lt;br /&gt;
If there were a creature or item on this tile, we could highlight it and hit Enter to get more information on it. Sometimes there's useful information there, sometimes there's not; experiment with it a bit on different things.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit Viewing and Dwarf Skills ===&lt;br /&gt;
&lt;br /&gt;
Next let's check out our dwarves. The {{k|v}}iew command allows you to view any unit, be it dwarf, elephant, or goblin. You can {{k|v}}iew pretty much any dwarf or non-dwarf creature worth caring about. Since I didn't choose what I'll be starting with, let's see what the random dwarf generator set me up with.&amp;lt;!-- Does the Play Now! option generate dwarves with random skills, or is it set?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft009.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Well, that's an 'interesting' array of skills. Note for the future: Never choose 'Play Now!', or you will get ridiculous skills like this. So this dwarf has way more skills than he'll be using, and I didn't get started with any basic farmers so I'm going to designate this fellow as a farmer. To do so I hit 'p' for {{k|p}}references. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft010.png|thumb|left|A dwarf's preference screen.]]&lt;br /&gt;
&lt;br /&gt;
This screen is where you start telling this dwarf what his role is. {{k|l}}abor lets you set what jobs he will perform, {{k|e}} lets you assign trained dogs to follow him, and you can tell him what type of armor / weapon to wear through {{k|s}}oldiering.  {{k|A}}ctivating him will draft him into the military or relieve him if he's already been recruited.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft011.png|thumb|left|The labor preferences screen.]]&lt;br /&gt;
&lt;br /&gt;
Accessing {{k|l}}abor brings up a list of all the possible job functions are performed in the game. The dark-grey ones are disabled on this dwarf, the white ones are enabled, and the one highlighted green is the one currently selected by the cursor. In these types of menus, the {{k|+}} and {{k|-}} keys are used to scroll up and down, and {{k|/}} and {{k|*}} scroll by a full page. The interface has changed a bit since the last version, there used to be up/down arrows on the right-side of the window to indicate that you there were more choices that didn't fit on the screen. Maybe those will be added back later, but for now you'll have to trust me.&amp;lt;!-- Remove this reference to the old version? --&amp;gt; There are a total of 60 job items. I won't cover them all now, so I'll just let you know I set him up with Farming (fields), Milling, Brewing, Cooking, Butchery, Plant Gathering, Plant Processing, and the hauling jobs. Many of those jobs aren't going to be used at this point, but better to set him up now and then later on when there are more dwarves I can start specializing them.&lt;br /&gt;
&lt;br /&gt;
Also you may have noticed that when we went in the preferences menu a new option appeared, {{k|z}} for View Profile. This lets you get more specific information on the dwarf, as well as customize his job title and give him a nickname.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft012.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that he owns 14 items, which is probably all clothing items at this point. Hitting {{k|Enter}} takes us to the thoughts and preferences menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft013.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The first line tells you about mood and recent events that have affected it. Since we have just started, there aren't any recent events, and he's happy to have arrived at his new home. The second section shows his likes, and the third section, which is new to this version, lists his personality. All of this information is unique to each dwarf, and you'll probably ignore most of it, but it is flavorful. The line across the top also shows their full name and the 'translated' version, as well as their job title. Now that we are done here, I'll hit the Space bar to exit.  There are two other options each dwarf has; {{k|i}}nventory and {{k|w}}ounds. Those don't concern us at the moment really - each dwarf starts out fully clothed and unwounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that finished, I'll go ahead and check out the other dwarves:&lt;br /&gt;
&lt;br /&gt;
* A [[Miner]]. Well I didn't get screwed there, at least.&lt;br /&gt;
* A combination [[Jeweler]] / [[Craftsdwarf]]. Not something I would have chosen to start with, but I guess he can work on making some trade goods for the autumn caravan.&lt;br /&gt;
* A [[Carpenter]] / [[Bowyer]]. Carpenter is useful, as beds will need to be made, as well as buckets, bins, and other various wood products. I'll give him an axe so he can [[chop down trees]] also.&lt;br /&gt;
* A [[Mason]] / [[Mechanic]]. Also useful. I'd prefer to have Mason and Mechanic separate, but there's only 7 dwarves to start with so inevitably you have to either overlap some jobs, or not have them at all.&lt;br /&gt;
* A [[Fisherdwarf]]. Fishing wasn't incredibly useful in the previous version, and I don't think it's much improved here. This guy is going to become a Miner, since I have an extra pick.&lt;br /&gt;
* A [[Fish cleaner]] / [[Butcher]] / [[Tanner]] / [[Weaver]] / [[Clothier]] / [[Leatherworker]]. You couldn't put a pile of more useless starting jobs together if you tried. This guy is going to get stuck doing all the trivial jobs nobody else has time for.&lt;br /&gt;
&lt;br /&gt;
We also started out with 1 musk ox, 1 donkey, 2 untrained dogs, 2 cats, 2 axes, 2 picks, an anvil, and several barrels of various food, booze, and seeds. Pretty much the same load you'd get if you don't change anything if you choose to manually set up your starting load.&lt;br /&gt;
&lt;br /&gt;
Now, let's get to work! The first step will be tearing down the wagon we start with. Use {{k|q}}uery, which the menu shows as 'Set Building Tasks/Preferences'.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft016.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
With the {{k|q}}uery tool, highlight the wagon.  Then we hit {{k|x}} to label the building for removal. Why remove it? For one, the wagon is completely useless - it doesn't even have wheels! You can't move it even if you want to. Don't ask how they got it here.  But removing it gives us three extra [[tower-cap]] logs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft017.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that it's designated for removal, it will show what 'job' a dwarf needs to have to destroy it, in this case [[Carpentry]]. So when a Carpenter has time he'll wander over and remove the building. At this stage in the game it's pretty much instant, since nobody's doing anything, but later on you'll have to wait a bit for a dwarf to initiate the orders you give them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Positioning Your Fortress ===&lt;br /&gt;
&lt;br /&gt;
Now for the next important point for starting out - choosing a fort location. Previously this was relatively simple, as there was just a big mountain face and you just picked a spot and started digging, but now there is landscape to consider. You aren't guaranteed to be near everything you want. So, let's look around.&lt;br /&gt;
&lt;br /&gt;
When choosing a site, I chose this location because it had two main [[region features|features]]: a [[river]], and [[magma]]. So let's find those, first.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft018.png|thumb|left|A river on our map.]]&lt;br /&gt;
&lt;br /&gt;
Three levels below our starting point and far to the southwest, we find the river. This is constantly fed from the south, so it won't be running out of water, unlike the other lakes in the area which we can potentially drain to nothing. At some point we'll want to divert some of this sweet sweet liquid into our fort, so dwarves don't need to go wandering outside to get some, but it's not tremendously important to start right next to it. More importantly, I think it's likely that caravans will be arriving from the south, so I will be setting up an entrance down there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft019.png|thumb|left|The volcano on our map.]]&lt;br /&gt;
&lt;br /&gt;
The lava, conveniently, is on the same level as the river. Less conveniently, it is far to the northeast. However, we don't actually need to be located near the lava, we just need to be able to channel some to our forge location, so it's not a huge deal. An interesting thing to note, is there is actually a large stone overhang over the lava crater:&lt;br /&gt;
&lt;br /&gt;
[[Image:dft020.png|thumb|left|The overhang above the lava...]]&lt;br /&gt;
&lt;br /&gt;
This screenshot is one level above the lava crater. You can see the red dots slightly below the wall which shows where the northeast corner pokes out from under the overhang. Yes, you could build part of your fort partially over the lava. I do not advise this, although I suppose it could make an interesting jail area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft021.png|thumb|left|...and the plateau above '''that'''.]]&lt;br /&gt;
&lt;br /&gt;
One level above &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; is this wooded plateau. You could push someone over the edge there and they'd fall into the lava. Awesome.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft022.png|thumb|left|Fire imps kicking around in the lava.]]&lt;br /&gt;
&lt;br /&gt;
Four levels below the surface of the lava we can see some [[fire imp|fire imps]] in their native habitat. There are also a few [[magma man|magma men]] even deeper, just imagine a bright red 'M' and that's all there is to see really. These creatures are the primary reasons to avoid lava, as magma men can destroy buildings and doors, and all fire creatures have the dangerous ability to start fires in your fortress, which can wreak havoc and plunge a fortress into chaos if it isn't contained. I don't think it's been tested but as far as I know dwarves still aren't programmed to recognize fire, so they will happily carry around burning items as if nothing is wrong and unknowingly spread it. Fortunately, there are options to dispose of or ignore individual items now, so it should be a more avoidable catastrophe.&lt;br /&gt;
&lt;br /&gt;
After some debate, I've decided to make the main entrance to my fortress just northeast of the river, in an alcove. The path to the edge of the map is relatively short, and the entire area is surrounded by a sheer cliff two levels high, so it should be relatively safe from disruption from wildlife elsewhere on the map. Hopefully caravans will arrive from this direction; I have no way of really knowing at this point. &lt;br /&gt;
&lt;br /&gt;
To get there however, I'm going to have to start digging from the top. I don't want to build a staircase up the mountain, as that would destroy the security of having the entrance surrounded by cliffs. So what I will do, is go a few levels up and dig straight down to the river level, then dig south to the entrance.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]]&lt;br /&gt;
&lt;br /&gt;
I'll start here, on the same level as my dwarves, and roughly halfway between the the wagon and the 'entrance'.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Digging time! ===&lt;br /&gt;
&lt;br /&gt;
To start digging, hit {{k|d}} for Designations.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft024.png|thumb|left|Designating the location for our stairway. Before...]]&lt;br /&gt;
&lt;br /&gt;
What we want to build here is a downward stairway. You can click it if you want, otherwise hit {{k|j}} to select the option. Then you can place it by clicking where you want the staircase to be. Alternatively you can position the cursor and push {{k|Enter}} twice to designate the location; this is actually easier sometimes, especially if you want to dig the same location on multiple floors, like we will be doing momentarily. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft025.png|thumb|left|...and after.]]&lt;br /&gt;
&lt;br /&gt;
Here is the designated staircase location. It shows up as a black '&amp;amp;gt;' symbol surrounded by brown, indicating that it still needs to be dug. Once I unpause, one of the miners will rush over and dig it out.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft026.png|thumb|left|Designated trees become highlighted, and blink when a dwarf is going to chop it down.]]&lt;br /&gt;
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I've also designated some nearby trees for removal, to make a flat area to make some workshops on. Now that the stairway has been dug out, it shows up as a grey '&amp;amp;gt;' symbol, which represents a down-stairway. Not coincidentally, it's the same symbol used to move the display one level down. So, let's check it out!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft027.png|thumb|left|The level below a freshly dug stairway.]]&lt;br /&gt;
&lt;br /&gt;
And here we can see, right below the stair, is rock! To connect the two levels, we now have to dig out an upwards stairway on that spot, directly below the downward stairway. Use the {{k|d}}esignate hotkey, then dig an {{k|u}}pwards stairway.  Don't worry, there will not be a quiz on the hotkeys, but getting acquainted will help you in future fortress building!  You don't have to do this in two separate steps, I just did it this way to illustrate what happens if you dig a downward stairway without also digging an upward stairway below it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft028.png|thumb|left|Designating an up stairway.]]&lt;br /&gt;
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Again we wait for our trusty miner to arrive on the scene.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft029.png|thumb|left|The walls around the stairway are now available for digging.]]&lt;br /&gt;
&lt;br /&gt;
And now we have an upper entrance to our fortress. Now I'll want a room dug out using {{k|d}}esignate and 'd' again to {{k|d}}ig/mine the rock on the same level. Everything under the designate menu can be done in two ways: Either select each square individually with the mouse (you can also click-drag to keep selecting tiles, to be precise), or you can hit Enter once to select a corner, then use the arrow keys to move to another location and hit Enter again. This will select a rectangle defined by the two corners you selected. I'm going to build a 5x5 room here.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft030.png|thumb|left|Our 5x5 entrance hall.]]&lt;br /&gt;
&lt;br /&gt;
Rather than just dig straight down to the level I want to be at, I am going to set up this entrance room with an array of traps to kill any potential invaders. Also of note, the floor of this room is muddy, indicating that farming would be possible here without messing with an irrigation system. I'll dig out a separate room for farming, because you don't want to have a farm in a high-traffic room like this one. Also shown, the insides of the two small pools you can see from above-ground. &lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft031.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Below that level I have built a combination up-and-down stairway, which is represented by the 'X' symbol, which is rather like a combination of '&amp;amp;gt;' and '&amp;amp;lt;'. Obvious perhaps, but little details like this can make it easier to remember what symbols mean.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft033.png|thumb|left]]&lt;br /&gt;
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Now I've reached the 'ground floor', the same level as the river, so I'll start digging out a wide hallway. This will likely be an active floor so wide hallways are necessary to keep traffic moving at a good pace. When dwarves have to pass over each other in a single-tile wide hallway, one of them has to stop to let the other one pass, which slows down progress. Multiply that by 10 once you have a bustling fortress, and it becomes a significant problem.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Planting Your Farm ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft034.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Back on the top floor, my farm-room has been dug out. To start farming, we need to build a farm plot. 'b' is the key to create a building, and even though no materials are used, a farm plot counts as a building, since products are created from it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft035.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is the build menu, which lists the various buildings and building-like objects. Furniture counts as buildings for some reason, and floodgates, coffins, roads, wells, and many other objects are built from here also. {{k|p}} lets us build a [[farm]] plot.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft036.png|thumb|left]]&lt;br /&gt;
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Farms can be resized as you desire using the hotkeys shown. {{k|u}} {{k|m}} {{k|k}} {{k|h}} are the common 'resize' keys used whenever you have the option to resize something in the game. Here I have fitted the farm plot to the room.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft037.png|thumb|left]]&lt;br /&gt;
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I've hit {{k|q}} to take a look at the building again. Now the farm is waiting for construction, the same as any other building, by someone with the appropriate job. It displays 'Construction inactive' because nobody has yet decided that they want to come do this. Note, you can also choose to suspend a building's construction if you don't want it to actually be built yet, or you can use 'x' to completely remove the building designation before it is even built.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft038.png|thumb|left]]&lt;br /&gt;
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Now that the farm is built, we need to choose what to plant. Using the {{k|q}} menu again gives us new options now that it is ready for action. Currently the season is still Spring, so it automatically highlights that season for you. We only started with Plump Helmet and Pig Tail seeds, so I'll start off by planting the Plump Helmets. They are like big mushrooms basically, and are a commonly used food as they are easy to grow, and can be eaten immediately once ripe, which returns a new seed. They can also be cooked or brewed into wine, however cooking them destroys the seed so cooking them is not advised. I'll go ahead and set up plump helmet farming for the rest of the year also. One useful change is that you can now continue farming through winter, in the previous version you could not. Also, different crops can be planted in different seasons. Plump Helmet is the only one I've seen so far that can be planted year-round. Above-ground farms will have different planting options.&lt;br /&gt;
&lt;br /&gt;
There are a few other options for farming also, such as fertilizing the soil. Fertilizing uses [[Potash]], which is made by burning wood into [[ash]] and then processing it at an [[Ashery]] workshop. It increases the output of the soil, but it also increases the time it takes to plant, so it's generally a wash. It could be useful if you absolutely need the most possible food out of a little amount of seeds / planting space, but otherwise ignorable. The {{k|z}} option, 'Fallow' means to leave the soil unused for the season. Typically not used, but if you are overflowing with food, that's how you stop production.&lt;br /&gt;
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[[Image:dft100.png|thumb|left]]&lt;br /&gt;
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You can also get seeds and food by harvesting wild plants. This uses the [[Herbalism]] job, and provides a chance to gather additional types of food that aren't available otherwise. One thing to be aware of is that you will not find cave-dwelling plants above-ground, so I won't be pulling any Plump Helmets above ground. There is a separate group of plants available for above-ground farming, such as [[Prickle berry]]. These plants need light to grow so you'll probably have to grow them above ground.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft042.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Outside the fortress I've set up a few temporary workshops so my other dwarves can quit slacking off. To get this menu, {{k|b}}uild a {{k|w}}orkshop. You can see the (1) next to Carpenter's Workshop, because I built one. This feature allows you to easily see how many workshops are built. It's less helpful for Craftsdwarf's Workshop, whose name is too long and pushes the number off the side.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft039.png|thumb|left]]&lt;br /&gt;
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The Mechanics shop builds one thing and one thing only - [[mechanism|mechanisms]]. Lots and lots of mechanisms. You need a mechanism for every individual trap you make. You need multiple mechanisms to hook a lever up to a door, bridge, floodgate, or other lever-operated device. Mechanisms are also used to make gear and axle machines, which can be used to power millstones and other devices. &lt;br /&gt;
&lt;br /&gt;
Here you can see I have a bunch of mechanisms queued up, waiting to be built. the green 'A' by the top one indicates that the task is Active and being worked on by the dwarf standing in the shop. If we {{k|s}}uspend a job, it will keep it in the queue but the job will not be worked on. The dwarf will then skip that job and move on to the next one in the queue. {{k|r}} will set the job on repeat, meaning once it is complete it will add that job back to the queue instead of deleting it. This is useful if you want a ton of something made. You can {{k|p}}romote a job which raises it in the queue, in case you want that item finished before others. Of course, {{k|x}} will still mark the building for destruction. Also of note is option {{k|P}}, which you can use to designate which dwarves will be allowed to use the shop. If you do not designate anyone specifically, all dwarves with the appropriate job enabled will be able to use it. Last but not least, {{k|a}} allows you to add a job to the queue.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft040.png|thumb|left]]&lt;br /&gt;
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This is the add-job menu for the Craftsdwarves workshop. A wide variety of mostly-useless items are made here, mostly for trading purposes. Note that the 'rock' and 'wood' options are not to make rocks/wood, but to make crafts from rocks or wood. You can choose generic 'crafts', or you can choose to make mugs, instruments, or toys also. What craft/instrument/toy is created is random, it's all useless anyway. The only items from this shop that are useful are rock short swords, bolts, and a few bone/shell armor pieces that can be made.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft041.png|thumb|left]]&lt;br /&gt;
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The carpenter shop makes most wooden items. The only item in this shop that is wood-only is the bed, and it's one of the more important items. Every dwarf needs a place to sleep eventually, so you'll wind up making quite a few. Other useful items include Animal Traps, which allow you to capture vermin, as well as bins, barrels, and buckets. Buckets are used to move water, barrels are used to store food and drink, and bins serve as storage for pretty much all other products other than furniture and raw stone/ore. Bins greatly reduce the amount of floor space needed for store-rooms. Barrels perform a similar function for food, and are required for making liquor. Barrels have the additional benefit of preserving food outside of storage. Any food not in a stockpile or in a barrel will decay rapidly. Also, any food that gets walked over, even if it is in a stockpile, will have it's quality lowered unless it is in a barrel.&lt;br /&gt;
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There are a variety of other wood products that can be made, but the furniture is usually made out of stone instead (as you will generally have stone lying around all over your fortress making it look ugly otherwise), and shields and trap components are better made out of metal. Of course, now there is the possibility of rock-less maps apparently, so wood may be more widely used in that type of fort.&lt;br /&gt;
&lt;br /&gt;
=== Building Traps ===&lt;br /&gt;
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[[Image:dft043.png|thumb|left]]&lt;br /&gt;
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As I said earlier, I'm going to fill this entry-way with traps to stop potential invaders. To do I choose Traps/Levers from the build menu ({{k|T}}).&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft044.png|thumb|left]]&lt;br /&gt;
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Here are the different types of traps we can make. Well, Levers and Pressure Plates aren't traps by themselves, but they can be key components of traps. I'll make stone-fall traps, as the ingredients are readily available, just mechanisms and rocks!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft045.png|thumb|left]]&lt;br /&gt;
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Once you've chosen where to put the trap, it will let you choose which mechanism to use in making the trap. You can't choose which rock, because it makes absolutely no difference. It doesn't really matter which mechanism is used either, but if you really want to you can look at every individual mechanism available to be used by pushing {{k|x}}. As you can see in the 'Num' column though, I only have one mechanism available anyway, since the others are already marked for use in other traps. (If you are curious, the display says '0/1' because zero is the number of mechanisms I currently have allocated to this individual trap, and 1 is the total number of 'Shale mechanisms' available. Traps generally only need one mechanism, but weapon traps for example can be composed of multiple weapons.) Dist shows the distance in tiles to the closest available mechanism. It will automatically choose the closest available mechanism, which is a god-send. In the previous version of the game, there was no combined option, and there was no distance display. You were just given a list of all mechanisms in the fortress and picked one and hoped for the best.&lt;br /&gt;
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=== Stockpiles ===&lt;br /&gt;
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[[Image:dft047.png|thumb|left]]&lt;br /&gt;
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Now, to keep items stored and organized, you often want to build a stockpile for them. Otherwise your dwarves will just leave junk lying around everywhere, cluttering up the fort. To designate a stockpile, use the {{k|p}} hotkey, and you get this window. I want to designate a wood stockpile near my carpenter's shop, so he doesn't have to walk as far to get materials. So I'll choose {{k|w}} for wood, then choose a spot and hit {{k|Enter}} to begin the designation.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft048.png|thumb|left]]&lt;br /&gt;
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You can see the bright green '+' that indicates the first spot I marked just below the carpenter's shop. Then, moving the cursor to the other corner, hit 'Enter' again, and a rectangle corresponding to those two corners will be designated as a wood stockpile. Any free dwarf with the 'Wood Hauling' job enabled will go grab some wood and drag it to this stockpile. If you want to remove a stockpile, do the same process, but use {{k|x}} instead of the stockpile letter, and designate the area to be removed. You can remove more than one stockpile at once.&lt;br /&gt;
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[[Image:dft051.png|thumb|left]]&lt;br /&gt;
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Empty stockpiles are represented by dark grey '=' symbols.&lt;br /&gt;
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[[Image:dft052.png|thumb|left]]&lt;br /&gt;
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Next I want a more specific stockpile - a room for seeds for the farmers, so they don't have to walk as far when planting. To set the stockpile for only seeds, first hit {{k|q}} to highlight the stockpile, the same way as any other building.&lt;br /&gt;
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[[Image:dft053.png|thumb|left]]&lt;br /&gt;
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Then hit {{k|s}} to bring up the stockpile settings. Under the food category are a number of other categories, with specific food items under those. You can manually select or de-select each individual food item if you so desire by highlighting the item and hitting {{k|Enter}}, but I'll just block out the entire categories by hitting {{k|f}}, as shown, to 'forbid' the storage of that item in this stockpile. Also, notice the 'prepared item' option in the lower-right. Prepared food is any food that has been made by cooks in the Kitchen workshop. &lt;br /&gt;
&lt;br /&gt;
Now the only item stored here is seeds. The 'Additional items' option listed at the bottom is highlighted also; from there you can choose to allow or forbid the general categories 'plant/animal' or 'non-plant/animal'. You can make stockpiles as general or as specific as you want; you can make a stockpile that only holds masterwork platinum coffins and well-crafted leather thongs if you want.&lt;br /&gt;
&lt;br /&gt;
One final note to make about custom stockpiles, is that if you want something stored in a certain location, you should disable storage for that item in other stockpiles. In my seeds example, I already have a food stockpile setup elsewhere, so I will disable seeds in that stockpile so that they will get moved to the new, designated seed location.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trade Depots and Wagon Accessibility ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft054.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Back on the bottom floor, the entrance has been dug out and a Trade Depot constructed. Trade Depots are usually the first buildings you'll make that require more than one material - it takes three to make one. Like most buildings they can be made from raw rock, cut stone blocks, logs, or metal bars. There's little reason to build one from anything but regular rock though, the main difference is the color. This one was made from dark stone.&lt;br /&gt;
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Now, let's make sure our Depot is wagon-accessible by using the {{k|D}} hotkey.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft056.png|thumb|left]]&lt;br /&gt;
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Dwarven and Elven caravans are carried by mule, and don't need any special pathway. However, Human caravans come with wagons carrying many more goods than other caravans. These wagons need a smooth three-wide path to your Depot. Actually I haven't seen it confirmed that a three-tile wide road is still needed to connect the edge of the screen, and I'm not sure if creating one will automatically cause the human caravan to arrive there. Will update this when I find out! We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft055.png|thumb|left]]&lt;br /&gt;
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Just north of the depot I have some bored dwarves smoothing the passageway. Designating an area to be smoothed is done the same way as mining, except you designate floor tiles and exposed walls instead of rock to be dug. Floors that are marked to be smoothed show as large flashing plus signs, while walls show as flashing double-plus signs. Smoothed floors display as '+', while smoothed walls display as double-bars traveling along the wall. The end of a smoothed wall usually shows up as an 'O'.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft062.png|thumb|left]]&lt;br /&gt;
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I was digging out some rooms for food storage, a dining hall, and a barracks when I ran into some damp walls. This happens when your miners get close to an underground water source. It's a warning to stop digging in that direction unless you want to potentially release a flood into your fortress. You will get a similar notification when digging too close to lava, except that is much more fatal usually. In this case, I was able to dig out the final two squares of my food storage room without consequence. From looking at the map of the other floors, there is very little space that water could be hidden, so I judged the risk to be low enough to take.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Walls, Stairs and Roads ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft066.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While digging out this circular dining room, I accidentally dug out an extra square, ruining the pixelated circularity! This would have been a permanent mistake in the previous version, but now we can re-build walls!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft067.png|thumb|left]]&lt;br /&gt;
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To do so, open the {{k|b}}uild menu and choose the 'Wall/Floor/Stairs' option, then choose Wall and hit {{k|Enter}}.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft068.png|thumb|left]]&lt;br /&gt;
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Then choose where you want to build the wall. '''NOTE:''' There is no resize option for building walls, if you want to build a wall you have to do it one square at a time.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's well worth noting that this isn't restricted to rebuilding walls underground, you can create a wall anywhere. This can be used to build above-ground fortifications and even entire buildings, towers, or castles if you have the patience. The wall building menu has options to create stairs and floors where none existed before, so the sky is the limit! Also of note is the fact that built walls come pre-smoothed, but cannot be engraved on. Engraving is basically making a mural on the wall that depicts either an event from your fortress, or some random image of the engraver's choosing.&lt;br /&gt;
&lt;br /&gt;
One final note, built walls, stairs, etc. cannot be removed by mining, you have to deconstruct them. To do so, open the 'd'esignations menu and choose 'n' for remove construction.&lt;br /&gt;
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[[Image:dft069.png|thumb|left]]&lt;br /&gt;
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I've begun construction on a road connecting my depot to the edge of the map. Roads are made through the 'b'uild menu, and are placed similarly to farm plots.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft070.png|thumb|left]]&lt;br /&gt;
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This is what happens if you try to build something in an invalid location. The red 'X's mark where the road is overlapping another section of road. It's currently not visible because roads that aren't yet constructed flash on and off, and I forgot to make sure it was visible before I took the screenshot.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft071.png|thumb|left]]&lt;br /&gt;
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Roads take a lot of stone to build, this particular section will take 7 stones to build. Choosing stones to use is much simpler now, with the various types of stones condensed and the closest stones used first.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft072.png|thumb|left]]&lt;br /&gt;
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When your miners run into precious minerals while digging, you will get a notification, the screen automatically moves to the location and the game pauses. This happens every time you find a different vein in this version, previously it only happened the first time you discovered a new mineral. It can be helpful perhaps, since minerals are not guaranteed to be present on a map and you have no idea how common it will be. It can be irritating seeing the same discovery notification repeatedly though. Magnetite gets smelted into iron though, so it's alright.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zoning Bedrooms ===&lt;br /&gt;
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[[Image:dft073.png|thumb|left]]&lt;br /&gt;
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Here's the beginning of my mass sleeping room. I'm not going to build individual rooms for my dwarves yet, as that is far too much work. I've highlighted one of the beds using {{k|q}}, just like a building, now I'll press {{k|r}} to make the room into a bedroom.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft074.png|thumb|left]]&lt;br /&gt;
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This grid of cyan X's shows the area currently selected as bedroom. I'll use {{k|+}} to increase the size to fill the entire room.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft075.png|thumb|left]]&lt;br /&gt;
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Now the bedroom is fully designated. The dark cyan X's show where the walls are, and the bedroom will not expand past the walls/doors. If there weren't doors, it could continue expanding to fill the rest of the whole floor.&lt;br /&gt;
&lt;br /&gt;
However, we don't want this to be one persons bedroom, we want this to be a shared bedroom, which is called a Barracks. Pressing {{k|b}} on the menu now will set that option. Barracks are usually only used for military, as eventually everyone should have their own rooms. Anyone without their own room will use the barracks. This will give the dwarves a place to sleep until they can get their own rooms. Now that the bedroom has been designated, you can assign that particular bed to a dwarf if you like, resize the bedroom designation, or press 'f' to free it. That removes the bedroom designation and unassigns any dwarf from the bed.&lt;br /&gt;
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Note: The entire barracks is designated from a single bed, you don't have to recreate the room on each bed. All beds within the space of a barracks will be used.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Building a Well ===&lt;br /&gt;
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[[Image:dft077.png|thumb|left]]&lt;br /&gt;
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Near the bedroom I want to make a well, so the dwarves will have somewhere to get water from without having to run outside to the river.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft078.png|thumb|left]]&lt;br /&gt;
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First I need some supplies to build the well. I'll need some blocks, which are crafted from stone at a Masonary, an empty bucket, which can be made of metal or wood, and a chain, which is made from metal. (I assume a cloth rope can be used also, but I have no cloth). I can make the block and bucket right now, but I'll need to set up a smithing operation to get the chain.&lt;br /&gt;
&lt;br /&gt;
The first step of any smithing operation is to get fuel. Unless you have a magma source nearby, you'll be using coal. We do have a magma source, but it's rather far from our fortress, so that will have to wait. Coal can be aqcuired in two ways: dig coal ore out of the ground somewhere, or make it from wood at a wood furnace.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft079.png|thumb|left]]&lt;br /&gt;
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I'm going to set up a temporary furnace near my carpenter's shop (obviously burning wood near a woodworking shop is an A+ idea). From the 'b'uild menu, select Furnaces ({{k|e}}).&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft080.png|thumb|left]]&lt;br /&gt;
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This gives us a variety of furnace options. The one we need first is a Wood Furnace, to make charcoal. Charcoal is functionally identical to coal, so I'll just be calling it coal from this point on.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft081.png|thumb|left]]&lt;br /&gt;
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Furnaces are one type of building that need to be designed by an Architect before they can be built. Architecture isn't a vital skill really, you can enable it on everyone if you like, by default anything designed will be perfectly functional, but buildings designed by skilled architects are more aesthetically pleasing to dwarves and they can get happy thoughts from them.&lt;br /&gt;
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I'm also going to build a Smelter right next to the Wood Furnace. Smelters are where metal ore gets melted and shaped into usable bars. Once the building has been designed, it will need a Mason to come finish it. This is because I chose to build it from stone. If I made it from metal, it would need Blacksmithing, and if I made it from wood, it would need Carpentry. I have a feeling a smelter made of wood would be a bad idea.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft082.png|thumb|left]]&lt;br /&gt;
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The final step on the road to metalworking glory is the Metalsmith's Forge. I'm going to place it near the furnaces, so everything is close to each other and the smith doesn't have to go far to pick up coal and metal bars. This is the building placement screen. Most buildings are 3x3 tiles. Bright green X's show where walkable tiles for the workshop are, and the dark green X's indicate that the spot will be impassable once it is built. This isn't important above-ground, but if building underground it is possible to block off the exit to a room with a badly-placed building. Now that dwarves can move diagonally, the risk is lower, but each building has a unique layout and some block off an entire side. You cannot rotate buildings either.&lt;br /&gt;
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A key ingredient of any Forge is the anvil. We started with an anvil, so it's covered. If we didn't bring an anvil when we started we'd be out of luck, because anvils can only be made at forges, and you can't build a forge without one. The only way to get an anvil at that point is to try and trade for one from a caravan, if they decide to bring one.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Zones ===&lt;br /&gt;
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[[Image:dft083.png|thumb|left]]&lt;br /&gt;
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All dwarves take breaks from time to time, and when they do so they usually have a spot that they will go to hang out, such as a meeting hall, statue garden, zoo, etc. Your stray animals will usually hang around those areas also. By default they will hang out near the starting wagon when you first arrive, even after the wagon is destroyed; to cancel that I have designated a meeting zone at the top of the fortress. &lt;br /&gt;
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'Zones' are a new feature to this version. They are created from the main menu from hotkey {{k|i}}, then placed similarly to stockpiles. Once you have an area designated you can choose what type of zone it is. &lt;br /&gt;
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Water Sources: placed on lakes and rivers, these indicate where dwarves should get water from. NOTE: For this to be used properly, you need to have the zone designation actually overlap the ground where you want the dwarves to stand when getting water. Otherwise they will only see the zone hanging over the water, realize they can't stand there without drowning, and ignore it (not exactly; it just won't show up as a valid Water Source).&lt;br /&gt;
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Fishing: similar to water sources, tells dwarves 'hey come fish here instead of 4 miles upriver'. &lt;br /&gt;
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Garbage Dump: place where they will toss any items you mark to 'dump', which is handy because now you can choose individual items to throw away, which was impossible previously. Any item thrown in the dump is marked 'forbidden' and will be completely ignored by dwarves. Dumps can be designated over open space, and dwarves will throw their garbage into the void. This is done by designating an area with tiles connecting to ground to show dwarves where to stand when throwing stuff over the edge. &lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft084.png|thumb|left]]&lt;br /&gt;
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Here is an example of a dump zone. The top three tiles are on open space, while the bottom are on solid ground. The benefit of doing this is that the dump zone over the air will never 'fill up', they'll just keep tossing stuff over the edge and it will land somewhere at the bottom.&lt;br /&gt;
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* Pit/Pond: a place to store animals, apparently. Ponds for aquatic animals obviously. Alternatively, used to begin a rousing game of toss-the-camel-into-the-volcano.&lt;br /&gt;
* Sand Collection: indicates where you want dwarves to get sand from. Sand is used to make glass. You'll have to find some sand tiles first though. So far I haven't seen any around this mountain, but digging near the river may reveal some.&lt;br /&gt;
* Meeting area: where dwarves and animals will chill go to hang out when on break. &lt;br /&gt;
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You can also use {{k|a}} to activate/deactivate a zone, if you want them to stop using that area temporarily, instead of removing it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft088.png|thumb|left]]&lt;br /&gt;
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One of our cats has given birth to kittens! As long as you have both male and female of an animal, they will breed and eventually have babies. Young animals show up as red-colored versions of the adult animals. Animal breeding can be a decent source of food once you have a large population, although cats don't especially produce much food. Cows, horses, and now camels are probably much better for that purpose. Cats actually have a use aside from food - they will automatically hunt for vermin. Vermin are small animals/insects that can't harm your dwarves, but they will usually get unhappy thoughts from encountering vermin.&lt;br /&gt;
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Other useful pets include dogs, which can be trained at a Kennel building as hunting dogs (improves their speed I think, and lets them 'ambush'), and war dogs (deal twice as much damage). Trained dogs can be assigned to follow a particular dwarf; otherwise they tend to follow the dwarf that trained them, or sometimes they will patrol the fortress.&lt;br /&gt;
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There will be a bit more information on tame animals when I cover the stocks menu. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft086.png|thumb|left]]&lt;br /&gt;
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Progress is being made on my road, here you can see a dwarf putting the finishing touches on another section of road. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft087.png|thumb|left]]&lt;br /&gt;
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Now that the smithing buildings are all ready, let's start working on that chain. First I'll need several bars of coal from the Wood Furnace. This requires a dwarf with the Wood Burning job enabled. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft089.png|thumb|left]]&lt;br /&gt;
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Now that we have some coal ready, I'll start smelting some ore. In the new version, only ore which you have available will show up on the smelter list, which is handy because there are a lot more ores than there used to be, and you aren't guaranteed to find any particular one at any fortress site. You can also melt a metal object to return a portion of the metal that was used to make it. That partial ore will be stored at the Smelter it was melted at until you melt down enough objects at that particular Smelter to make a full bar.&lt;br /&gt;
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Here I'm melting some Magnetite ore I found, which will return Iron bars. Smelting uses the Furnace Operator job.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft090.png|thumb|left]]&lt;br /&gt;
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The caravan has arrived! Inconveniently, they have arrived from the north side of the map, so it'll take a while for them to arrive at the trade depot, but let's get ready for their arrival.&lt;br /&gt;
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=== Trading and Thieves ===&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft091.png|thumb|left]] &lt;br /&gt;
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Now that the caravan has arrived, options appear at the Trade Depot. This shows who your broker is, and what he's doing. The broker can wait for now, he won't be necessary until we are ready to trade. First, we need to move some goods to the depot to be traded.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft092.png|thumb|left]]&lt;br /&gt;
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This menu shows every individual item in your fort in a list format, including how far it is from the depot. From here you can go through and choose which items you wish to trade.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft093.png|thumb|left]]&lt;br /&gt;
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Oh crap, now there's a kobold thief trying to steal some of my fabulous -slate mug-. Thieves have a habit of showing up with caravans, unfortunately, but kobolds are extremely weak. Thieves sneak, so you can't see them coming beforehand. They only appear and give that notification if a dwarf, tame animal, or someone from the caravan spots them. There's no skill check or anything (that I know of), they will automatically spot the thief if they are one tile away from it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft094.png|thumb|left]]&lt;br /&gt;
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Approximately two seconds after the previous screenshot, the dwarf who was being accosted has been drafted into the military and beat the thief into a bloody mess. (If you don't remember, activating someone for military duty is accessed by using 'v' to view the unit, then 'p' for preferences, then 'A' to activate. I won't be covering military any more than that, unfortunately). Now the corpse will be hauled to the nearby Refuse pile, where it will eventually rot into bones. Bones can be used to make trade goods, bone armor, or bone arrows. &lt;br /&gt;
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Slain enemies drop all their stuff, which you can then use for whatever you like. Generally their armor won't be wearable, as it is either to large or too small, but the weapons can be put into weapon traps or wielded by your own military. These items also make nice trade goods, since it's all profit. &lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft095.png|thumb|left]]&lt;br /&gt;
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Here's the main disadvantage of having these temporary outdoor workshops. This thief got away with the best sceptre I had made. It's not a big deal, even that sceptre isn't worth a great deal of money, but it's annoying. When you have everything indoors, it is much less likely that thieves will successfully steal anything. Over the winter I will work on moving all these workshops indoors.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft096.png|thumb|left]]&lt;br /&gt;
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The first of the caravan has reached the depot and thrown their goods all over the place. We can't trade until they've all arrived though.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft097.png|thumb|left]]&lt;br /&gt;
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Here we see the dwarven Outpost Liason that came with the caravan. He's been chasing my Expedition Leader for 5 minutes now while my dwarf ignores him. I've stopped all his available tasks though and called him to the depot to conduct the trading, so they should start talking soon.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft098.png|thumb|left]]&lt;br /&gt;
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Now that the caravan is ready and the Expedition Leader/broker has arrived, let's trade. The first page of goods is mostly worthless to me, I hardly need more stone blocks, the Steel mini-forge is just a toy, and the large masterpiece gem I have highlighted here is probably worth more than everything in my fortress combined. If this weren't a tutorial game, I'd be tempted to steal it *ahem* arrange for a tragic depot 'accident'.&lt;br /&gt;
&lt;br /&gt;
Note on the right-hand side I have a bin on the list - when goods are stored in bins, you can't designate the items to be traded, you need to have the whole bin hauled over. Then you can trade everything inside the bin. This is very nice, as it means less trips you need to make to carry goods to the depot. All those individual items above the bin were carried here one at a time. Inefficient! Dwarves will automatically put stuff in bins when there are free bins available and a stockpile to put them in. The bin is then labeled as a 'Finished Goods' bin, to distinguish it from an unused bin or a bin filled with coal. Finished Goods basically covers all useless trade goods such as flutes and mugs, but also is used for clothing.&lt;br /&gt;
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After looking over the goods available, I traded a big pile of stone junk for all the traders' food, and a couple pieces of leather and cloth. You can never have too much food, but you CAN have starving dwarves. I always trade for food until I have efficient farming, brewing, and cooking operations set up that can support all my dwarves. As it is, I didn't even have enough seeds to plant the entire field we created.&lt;br /&gt;
&lt;br /&gt;
One important thing I almost forgot to mention: currently we cannot see the actual value of items, only weight. My broker isn't skilled enough, so I just had to guess at how much stuff I could trade. Caravans can only carry so much weight, so you need to make sure you are trading lighter items and taking heavier items from the caravan when possible. The amount of weight you can add to the caravan without going over is shown in the lower right. If you DO go over the limit, the number will display red and you won't be able to complete the trade.&lt;br /&gt;
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Each item has a value and a weight; even if we can't see the value, the dwarves won't trade with us if they aren't making at least some profit. Since you probably won't have a lot to trade when first starting out, you'll want to focus on getting lower-cost items like food, or crafting materials. Metal weapons and armor tend to be rather expensive. Furniture, unfortunately, is both heavy and not very valuable, so don't go making a bunch of oak cabinets expecting to ditch them on the caravan. That's why crafts are good trade items: they are light, and relatively valuable for their low weight. Also, they are cheap to produce as long as you have extra stone lying around.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft099.png|thumb|left]]&lt;br /&gt;
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Now that the trading is done, I let the Leader go on his way, and he finally stopped to meet with the Outpost Liason. This menu comes up, where you can tell the Liason what types of goods you want them to bring next year. This is the only way to get an anvil if you didn't start with one. You can request a wide variety of goods now, including important things like seeds, weapons, armor, and new picks, if you somehow managed to lose the ones you started with and can't forge new ones. You can also request wood, which is important on maps where there is no naturally occurring wood. Here I've chosen to request a variety of seeds, so I can diversify my planting operations next year.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft101.png|thumb|left]]&lt;br /&gt;
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After you've requested goods from the Liason, another meeting will be held once the Liason has written up a trade agreement. The trade agreement lists the prices you'll be paying for the goods they bring next year. Anything you don't specifically list will stay at regular price (100%), and goods you requested will be given a price markup according to the priority you placed on it. Generally it's best to just place the lowest possible priority on all your requests, to minimize the markup. They'll usually bring anything you request, as long as you don't request too many different items. If you request too much they'll have to decide what to bring, that's when Priority comes in to play. Anyway, there's nothing to do here other than look at the prices, so let's move on to the next meeting.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft102.png|thumb|left]]&lt;br /&gt;
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This screen shows what the Liason is requesting for you to trade to them next year. They give their own priority and pricing for their requests. If you cater to their requests you can make a nice profit, especially on maces it looks like here. There's no penalty for not meeting any of the requests though, they'll still take any old junk you have lying around. Again, we can't make any changes here, so let's move on. That was the final meeting, so I'll let the broker dude get back to work.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Nobles ===&lt;br /&gt;
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[[Image:dft103.png|thumb|left]]&lt;br /&gt;
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While we're on the subject of the broker, let's look at the {{k|n}}obles menu. Nobles are like government jobs, mostly paperwork and bureaucracy. The Nobles menu shows which jobs need to be taken care of. When you first start out you start with 4 jobs, typically all of them will be assigned to one person, the Expedition Leader. This job is automatically assigned, and you cannot change the Expedition Leader. I'm not sure how it is chosen at this point, presumably if you set up one dwarf with a bunch of related noble skills he will start as the leader, but I haven't tested it.&lt;br /&gt;
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To the right of each position it shows if that dwarf has any Requirements to preform his job, Demands to be happy with his job, and Mandates that he issues that need to be performed. Requirements typically include an Office, a Bedroom, and sometimes a private Dining room. Some also require furniture such as cabinets and chests. Demands are usually specific items that noble feels he deserves. You can usually ignore these, but he'll be happier if the demands are met. Mandates are like demands, but they generally are required to be met. That might be disabled currently, but I'm sure it will be re-enabled later on. Mandates are typically production orders, such as 'make 5 axes' or 'perform 20 mason jobs'. If the mandate isn't met, the dwarves who should be doing those jobs get punished.&lt;br /&gt;
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The Outpost Manager job is what controls the manufacturing process in your fortress. There are various abilities of his you can use to make it easier to run a fortress. The Manager allows assigning workshops to particular dwarves, and you can also request batch jobs to be filled by the Manager. The manager then delegates those jobs to available workshops to be completed. &lt;br /&gt;
&lt;br /&gt;
The Outpost Broker we've already seen, he's the one who will generally be doing the trading and negotiations with caravans.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper keeps track of the items in your fort, and allows you to see how many items you have in each category. From this menu you can change the settings to show how diligent he will be in his duties.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft104.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The bookkeeper is the only one of the first four nobles to have his own settings menu. He starts out using the lowest precision. This means he spends basically zero time working on counting the items, and any counts displayed will be rounded off horribly. This is acceptable early on, but eventually you'll probably want to raise his level of precision. Before you can do that though, you have to create an office for him. An office is basically just a room with a chair in it, and whatever other furniture he might request. You then designate the room as an office in the same way you designate a bedroom or dining room, except the office is centered around the chair, instead of a bed or table. Then when you raise the precision setting, he will spend time in the office or walking around or whatever the hell a bookkeeper does, and his skill will increase. &lt;br /&gt;
&lt;br /&gt;
Eventually as the population of the fortress grows, more 'noble' jobs will be added to be worked on. The first that we know of is the Sheriff, who acts as the law-enforcement for dwarves. Any dwarf that commits a crime will wind up punished once dwarven law is enabled. Crimes include destruction of property, violation of production orders (mandates), violence against dwarves and tame animals, and murder. Dwarves are usually well behaved, but if they get too unhappy they will start to tantrum and perform various crimes in a fit of rage. If your fortress is going well this usually won't happen, but it never stays peaceful forever. Someday you WILL see a dwarf rip the head off a kitten.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft140.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Let's get back to work! When we left off, we had finished smelting some iron, now we need to turn it into a chain for our well. The Forge creates all metal objects, so let's check it out. You might be wondering what 'Metal Clothing' is, well, it's made of Adamantine, the only metal light enough and flexible enough to be used as clothes. It's also exceedingly rare, and won't be covered in this tutorial.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft141.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Chains are in the Furniture category, because they can be built anywhere in the fortress and used to tie up animals. This is usually used to station War Dogs in specific spots. They can also be used for prisons, to tie up dwarves who have violated the law. After choosing Furniture, it gives a list of metals to use. I don't actually have all of those metals, it just lists all possible metals. We've got iron, so I choose that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft142.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The next screen lists all the iron furniture I can create. The green arrow in the lower-right shows that there is more items than can fit on the screen. Most metal furniture can also be crafted from stone or wood, so you won't be making most of this stuff, but the option is there. Now, we wait for the chain to be made.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Finishing Up the Well ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft105.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
At long last we can build our well... except now there's a new requirement. Well's have to be built in mid-air! Not quite actually, but you do need to dig a tunnel underneath them, so that the bucket can be lowered down into a water source. Consequently, there also has to &amp;lt;b&amp;gt;be&amp;lt;/b&amp;gt; a water source below the well to draw from. I've been working on that, though!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft107.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
To dig out the area beneath the well, you need to dig a channel. Digging a channel destroys the floor, and digs out the tile underneath, which is the 'channel' that water can flow through. Channels are designated the same way mining and stairways are, and are dug by miners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft108.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that the channel has been dug, we have the 'open space' required by the well, so I'll go ahead and build it. Now we have to get some water beneath the well so it will be useful. Let's see what's down there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft109.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
I've already dug out the area beneath the well, and made a path to the river so I can divert some water to the area beneath the well. Now I'll have to dig a channel from the well room to the river.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft113.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This dwarf has decided to take a nap in the middle of the river. Somehow, he doesn't drown. Let's call this a bug.&lt;br /&gt;
&lt;br /&gt;
Shortly after this the game crashed, so some details after this may not be exactly the same as they were previously. I've now changed autosave to SEASONAL instead of YEARLY.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft117.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While digging out a channel, a cat apparently fell in. (It's the small grey 'c' in the middle). This is one of the new dangers of digging channels. I'm going to make a staircase to rescue the cat, as well as allow anyone else who falls in later to escape. Rather than digging a staircase out of the wall, I'm going to build one inside the channel, which I can later remove.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft118.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While I was wondering who would build the stairs upward, a miner fell in the channel, so I gave him the masonry job and put him to work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft119.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now I need to place the down-stair directly above the up-stair. If you try to build a down-stair over empty space, it will just be canceled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft120.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Victory!&lt;br /&gt;
&lt;br /&gt;
[[Image:dft121.png|thumb|left]]&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'll build a bridge over the channel here so that we can cross over the channel if needed. I made it three tiles wide, because that is the most you can make from a single piece of stone. Note: Bridges can be attached to a lever to raise/lower or retract. By default they are set to retract, but you can use the 'wadx' keys to set it to be raised in a direction. If you do that, it has to be attached to the ground on the side you want it to raise towards, and needs to be at least 2 squares wide.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fortress Inventory ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft122.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While waiting for our dwarves to re-do all their hard work, let's check out the Status screen accessed from the main menu by the 'z' key. Here you can see how many dwarves you have of each type, as well as a rough count of how much food you have. Right now I'm not doing so hot on food, but I'm still waiting for the caravan to arrive again. If we had a skilled broker we could see an estimate of the wealth of our fortress, as well as an estimate of how much trading we have done with other nations. There are four sub-menus available right now also.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft123.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The Animals submenu shows all the tame animals you have. Right now none of the animals have owners, they are all strays. The dogs, the muskox, and the donkey are shown as 'unavailable', which means they cannot be claimed as pets. Hitting Enter will make them available to be pets. Once an animal is a pet, you can't do anything to it, so I usually don't make them available. Cats are uncontrollable, shown as 'Uninterested'. They may or may not at some point decide to become the pet of a dwarf. Usually you will wind up with all of them becoming attached to the same dwarf, who will be your fortress' crazy cat lady. You can also order any animal that doesn't have an owner to be slaughtered from here, which produces delicious food, bones and skulls. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft139.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The Kitchen sub-menu shows what types of food you have lying around, an estimate of how many, and whether dwarves are allowed to cook it or brew it into beer. It's best to not allow seeds to be cooked, as they are much more valuable planted so they can grow into more food. Also of note is that cooked plants do not return a seed, so don't cook plants unless you don't need a seed from them. Brewing does return the seeds though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft124.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The new Stone sub-menu gives a list of all the different types of 'Economic' stone. Economic stone has some sort of use aside from building stone items. Here I have Limestone highlighted, and you can see on the right side of the screen that it is used in the process of making pig iron and steel bars. You probably won't run across all of the different types of stone listed here, but it's good to look over them so you know what everything does. &lt;br /&gt;
&lt;br /&gt;
By default, all of these stones are marked as off-limits to your masons and other stone-using dwarves. However, each fortress will have a unique mineral composition, so if you wind up on a mountain with tons of limestone, you can enable it to be used for stone-building projects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft125.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependant on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort.&lt;br /&gt;
&lt;br /&gt;
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft127.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Our channel to the river is just about ready, now I'll have a miner dig out the last few tiles and let the water flow through.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft129.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
With the path cleared, water rushes into the channel.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft137.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
And the finished well is now ready for use.&lt;br /&gt;
&lt;br /&gt;
It's worth a mention that you don't actually need to use channels to move water anymore, I could just as easily have dug stairs downward and had the dwarves mine through the soil to move the water into position, then just used channels to open up the area under the well. Channels just make the process easier to observe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft130.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
One of my dogs killed a mountain goat, so I've built a butcher's shop to let it be turned into edible meat. Butcher's shops turn dead animals into food, bones, and some will also return skulls and pelts. The pelts are then processed at a Tanner's workshop to become leather.&lt;br /&gt;
&lt;br /&gt;
It's winter now and I still haven't gotten any immigrants :( They would be so useful to speed this up, but oh well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft131.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is what happens if you don't make a stockpile for items, they build up in your workshop. The (CLT) next to the workshop title indicates that the workshop is 'cluttered', which slows down production. &lt;br /&gt;
&lt;br /&gt;
To view buildings like this, use the {{k|t}} hotkey. This shows the contents of buildings. The Chestnut wood with the (B) next to it indicates that the workshop is built from that material. If we destroy the building, the material will be returned.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft132.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Another new feature implemented in the most recent version is the Traffic Designation option. Accessed from the 'd'esignation menu, this allows you mark your hallways and make dwarves favor one path over another. In this example, dwarves will almost always follow the bright green 'H' path rather than stepping on the 'low' or 'restricted' tiles. They'll take a few shortcuts due to diagonal pathing, but that's besides the point. What's the point? Well, that's up to you. Maybe you want to make sure dwarves don't wander near a magma channel you've dug. Maybe you want them to avoid a certain hallway, and take a different path. Maybe you just like watching dwarves run around in circles. I'm sure there will be plenty of uses for this.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft133.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is a farmer's workshop. Some plants can be processed here, in fact some are required to be processed before they can be used. Examples are Sweet Pods, which are processed into a barrel to become syrup. Quarry Bushes are processed into a bag to become Quarry Bush leaves. These plants take a bit more work to get use out of, but they also make more food per seed, which increases farmer productivity. Note the 'milk creature' and 'make cheese' options. I'm not sure if you can actually milk cows at this point; previously you couldn't, but eventually that will be another renewable food source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft135.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is the Still, a very important dwarven workshop which produces all the booze your dwarves will drink. Dwarves love their booze and will never drink anything else if you provide enough of it. When you first start a fortress though they'll usually have to go without it for a while, because farming actual food takes priority over booze.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Announcements ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft134.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Another thing you'll become familiar with is the {{k|a}}nnouncements page. This lets you view a list of the past 22 lines of announcements / events. As you can see in this one, a miner I had excavating towards the magma ran into a fire imp and got fireballed to death. I didn't get a screenshot of his wounds, but presumably he took a lot of damage to the neck or lungs. Also, raccoons stealing some trash dropped by a kobold thief.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft136.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
It's that time of the year! The climate in this zone isn't actually that cold, I haven't even got snow on the ground, but halfway through winter the river finally froze up. It actually thawed again about 10 seconds after I took that screenshot. The water in the channel froze also, but the section that was inside the mountain stayed wet. Another important reason to divert water indoors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Well I was going to do more, but repeated crashes culminated near the end of winter when I got to a point I could no longer continue. The game now crashes about 2 minutes after I load the game consistently, so the tutorial ends here. I think I covered all of the important stuff, anyway. This should be enough to all the basic things you need to get a fortress running, and from there you can start messing with the more advanced stuff.&lt;br /&gt;
&lt;br /&gt;
Feel free to make any corrections or suggestions for important things to add, I've read this so many times I can't tell what's what anymore.&lt;br /&gt;
&lt;br /&gt;
===Other Guides===&lt;br /&gt;
All these can help with different parts of your fortress:&lt;br /&gt;
*[[Important advice]]&lt;br /&gt;
*[[Stairs]]&lt;br /&gt;
*[[Cave-in]]&lt;br /&gt;
*[[Smelting]]&lt;br /&gt;
*[[Design strategies]]&lt;br /&gt;
*[[Digging]]&lt;br /&gt;
*[[Controls]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5627</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5627"/>
		<updated>2008-02-12T22:52:17Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Fixed one or two possible errors. Unsure if &amp;quot;psudeo&amp;quot; is spelled correctly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation, and are independent of version{{v|0.27.169.33g}}. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation. However, modifications to your raw files before world generation could cause a different world to be generated.&lt;br /&gt;
&lt;br /&gt;
Version 0.23.173.38a (with the army arc work) has changed world generation again, so that seeds from earlier versions do not create the same worlds.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Absolute Planet of Dawns ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/83977216/The_Absolute_Planet_of_Dawns.zip The Absolute Planet of Dawns]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wold offers a wide range of fortress locations, from mountain canyons to haunted glaciers to resource-rich forests, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(version v0.27.169.33g, seed 2664204674, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Smata Sagus, The Realms Of Dawn ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=5 Download it here]'''&lt;br /&gt;
Seed: 324316224 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in Windows XP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Smata_Sagus_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a loaded 3x6 location with basically every major resource. No chasm, cliffs are no taller than 2, surroundings are Temperate and Mirthful.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river, you can trim it to 3x5 by taking off the bottom edge and still get everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': a small curve of it in the lower right corner.&lt;br /&gt;
* '''Trees''': More than you'll ever use.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Magnetite patches near the surface, along with an occasional hematite and limonite vein.&lt;br /&gt;
* '''Flux''': More than you'll ever use.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Several patches near the magma.&lt;br /&gt;
* '''Obsidian''': Available on the left side.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Ruspospazmon, The Eternal Windy Planes ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=3 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2851906008 {{v|0.27.169.33g}} (11 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Ruspospazmon_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a 4x3 location with most major resources. No chasm, cliffs are very tall (6-9), surroundings are Scorching and Calm. There is a small spot of aquifer, just enough to be potentially useful while still out of the way.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you need a river, you can expand the selection north to include some river fingers and possibly west to also include a stretch of normal river. This will likely include more aquifer though.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': towards the bottom left.&lt;br /&gt;
* '''Magma''': underground, located on layers 140-143.&lt;br /&gt;
* '''River''': only if you expand the area slightly.&lt;br /&gt;
* '''Aquifer''': There's a tiny area of it towards the top left on a few levels.&lt;br /&gt;
* '''Trees''': Yep.&lt;br /&gt;
* '''Sand''': Yep.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Yes, towards the top and middle.&lt;br /&gt;
* '''Flux''': Yep.&lt;br /&gt;
* '''Fuel''': Yep.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
=== Emeecamo Ametha, The Eternal Universe of Wind ===&lt;br /&gt;
&lt;br /&gt;
'''[http://dffd.wimbli.com/file.php?id=4 Download it here]'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 2135737780 {{v|0.27.169.33g}} (6 rejects)&amp;lt;br/&amp;gt;&lt;br /&gt;
Made in Dwarf Fortress v0.27.169.33g, created with a Core 2 Duo processor in WinXP. Found using the wonderful [[Utilities#Regional_Prospector|Regional Prospector]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Emeecamo_Ametha_location.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is a nice 3x3 (or potentially 2x2) location with almost all major resources. No chasm or sand available, cliffs are no higher than 1 (!), surroundings are Scorching and Untamed Wilds. The brook has a semi-waterfall where it drops 1 Z-level, causing a somewhat odd scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need a river or as many trees, you could actually make it a 2x2 area instead with all other resources by cutting off the bottom and right edges.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': in the middle.&lt;br /&gt;
* '''Magma''': Upper left corner, the top is fully open to the ground.&lt;br /&gt;
* '''River''': Yes, with a waterfall.&lt;br /&gt;
* '''Trees''': Limited, but enough to make do.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Plenty.&lt;br /&gt;
* '''Flux''': More chalk than you could ever need.&lt;br /&gt;
* '''Fuel''': Plenty.&lt;br /&gt;
* '''Bauxite''': Some, check bottom middle of map one level below the lone hill.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Image:Emeecamo_Ametha_location2.png|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
This is another nice location in this world. It is 5x3 with almost all major resources. No chasm, bauxite, or sand available. Cliffs progress up a few levels from left to right, surroundings are Warm and Calm. The magma vent is underground but only 2 levels deep.&amp;lt;br/&amp;gt;&lt;br /&gt;
There is so much iron here (many many magnetite clusters) that you'll practically get sick of it. There seem to be more diamonds scattered around here than normal as well.&lt;br /&gt;
&lt;br /&gt;
* '''Adamantine''': upper right corner.&lt;br /&gt;
* '''Magma''': lower right corner, underground. Only on levels 148-149, so unfortunately very shallow.&lt;br /&gt;
* '''River''': Yes, a small river bend in the upper left corner.&lt;br /&gt;
* '''Trees''': Not overabundant, but not scarce either.&lt;br /&gt;
* '''Soil''': Yep.&lt;br /&gt;
* '''Iron''': Massive amounts; good luck making a dent in it.&lt;br /&gt;
* '''Flux''': Take your pick between dolomite and chalk, tons of each.&lt;br /&gt;
* '''Fuel''': Limited amounts of lignite, mostly in the upper levels on the left side.&lt;br /&gt;
* '''Obsidian''': Plenty of it in the upper left corner at the higher z-levels.&lt;br /&gt;
&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeo-random numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''{{current/version}}''' or later. Seeds for earlier versions are located at the [[seed archive]]. If you have a seed with a good starting location, feel free to add it.&lt;br /&gt;
&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following code includes all seeds from a subpage.&lt;br /&gt;
If you want to add or modify a seed, follow the 'click here to add a seed' link,&lt;br /&gt;
and you will be taken to the relevant page.&lt;br /&gt;
Only change this code if you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{#ifexist: Pregenerated worlds/{{current/version}}|{{:Pregenerated worlds/{{current/version}}}}&lt;br /&gt;
|&amp;lt;nowiki /&amp;gt;&lt;br /&gt;
 No seeds are currently posted for version '''{{current/version}}'''.}}&lt;br /&gt;
&amp;lt;!--  END CODE --&amp;gt;&lt;br /&gt;
  '''{{edit|{{PAGENAME}}/{{current/version}}|Click here to add a seed!}}'''&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11002</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11002"/>
		<updated>2008-02-12T22:50:24Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Heh, catsplosion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Fisherdwarf]]/Proficient [[Fish cleaner]]&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[currency|money]]. Rather, valuable goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed{{verify}}.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
***If you bring Turtle or any other fish you can also get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
***If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
*** If you want to prevent a catsplosion (insanely high cat population?) with certainty, kill all female cats before they find an owner. If immigrants tantrum, kill them too.&lt;br /&gt;
* If you have followed the above exactly, you'll have 768☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 68☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select another horse or camel to breed.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (you ''can'' get some surface-grown crops using the [[Gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have a [[Trade depot]] somewhere accessible, and an [[Office]] for your outpost leader to meet with the liaison and discuss what to bring for the next year. Traders can reach pretty much any place that hasn't been locked or isn't up or down stairs. Human wagons are a little more tricky, sometimes, though.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover mechanisms, send 'em in; they're worth a good penny, specially if they're of better quality. You can also quickly build a [[Craftsdwarf's workshop]] and make a few sets of stone crafts and mugs for trading.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
What to buy? Logs, crops, cheap meat. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9510</id>
		<title>40d:Starting builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9510"/>
		<updated>2008-02-12T22:47:57Z</updated>

		<summary type="html">&lt;p&gt;Snoob: Attempted to fix spelling, one possible capitalization error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. This page gives advice on the different gameplay elements that vary the flow of your game based on your goals. These include; choosing a ''fortress site'', possible ''starting builds''- such as who and what to take with you, and ''challenge builds''- starting builds aimed at providing new challenges that you can set for yourself if you're finding the game too easy.&lt;br /&gt;
&lt;br /&gt;
== Fortress Site ==&lt;br /&gt;
Each fortress site offers particular challenges and opportunities; the starting builds below should be adjusted depending on what sort of fortress you envision ... and what it will take to stay alive where you're going!&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Most dwarven fortresses are founded along the edges of mountain ranges on sites that combine abundant ore and access to the outside world.  Magma and rare metals lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.&lt;br /&gt;
&lt;br /&gt;
Trees and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Other consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
Be sure to include a stream on the map; running water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and lakes will often be frozen year-round and your dwarves may quickly die of exposure.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
=== Wooded Plains (with trees and plants) ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  &lt;br /&gt;
&lt;br /&gt;
Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and caves, and (unless frozen) more abundant water.  There are even (rare) magma vents.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is lack of rock to mine.  Fewer elevations means fewer exploitable z-levels.  The first few levels below the surface are almost always soil, peat, loam, clay, or sand, none of which offers much (or any) gems, ore, or building material.  An [[aquifer]], if present, may bar all access to stone until you freeze, pump out, or find a way through the water.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren (few or no trees and plants) ===&lt;br /&gt;
Treeless (or near-treeless) biomes are challenging sites for a fortress:  you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as glaciers are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  Deserts and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
=== Ocean Side ===&lt;br /&gt;
An interesting combination of a few of the above locations, beaches are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a river.&lt;br /&gt;
There is also a likelihood that the settlement will fall between two biomes, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie whales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Builds ==&lt;br /&gt;
Many of the quantities suggested end in a &amp;quot;1&amp;quot; or a &amp;quot;6&amp;quot;; this is to maximize the number of [[barrels]] you start with, since most foodstuffs fit five to a barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.&lt;br /&gt;
&lt;br /&gt;
=== Basic ===&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade.  Whatever additional skills you purchase, be sure to cover these.  If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle axe.&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either a herbalist/grower, or a fisherdwarf, or a hunter.  The first gets you lots of brewable plants on maps with plants, the second gets you food and bones on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with animals.  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and broker; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade crafts, and such&lt;br /&gt;
* 20 units of drink:  [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good.  [[dwarven wine]] you'll get through brewing.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of booze for each one brewed at a [[still]].&lt;br /&gt;
* 5 turtles - they get you bones and shells&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 dogs - to guard against thieves and help kill intruders.&lt;br /&gt;
* (optional) other kinds of seeds and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Rapid Expansion''' ===&lt;br /&gt;
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation.  Starting off with the anvil is also much less troublesome if you drop both battleaxes and make your own picks too.  Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build.  Food and stone will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city guard.&lt;br /&gt;
&lt;br /&gt;
Always build a wood burning furnace, Smelter and Metalsmith shop first, and take apart that wagon for extra logs. Either burn those logs into charcoal, or smelt coal into fuel, and then make your tools.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves.  Essentially a Blue collar/White collar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.&lt;br /&gt;
&lt;br /&gt;
Laborers are given mining and growing skills with some extra to cover food production.  The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top later out quickly and get some farms started and fully stocked.  Then, as they grow, you can go back to digging out the rest of the base.&lt;br /&gt;
&lt;br /&gt;
* The Baker: +5 Mining, +2 Growing, +3 Cooking.&lt;br /&gt;
* The Brewer: +5 Mining,  +2 Growing, +3 Brewing.&lt;br /&gt;
* The Butcher: +5 Mining, +2 Growing, +1 Butchering, +1 Tanning, +1 Leatherworking.  Make some bags for sand and the Quarry Bushes and a butcher's shop before the Ranger starts his hunts.&lt;br /&gt;
&lt;br /&gt;
* The Ranger: +3 Woodcutter, +3 Carpenter, +1 Herbalist, +1 Ambusher, +2 Axedwarf. Be sure to assign a war dog or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.&lt;br /&gt;
&lt;br /&gt;
Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.&lt;br /&gt;
&lt;br /&gt;
* The Smithy: +1 Weaponsmith, Armorsmith, Metalsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. Glassworking, gem cutting, and potash making are good as well, and even with novice in all areas you'll build fast enough for these rare items.&lt;br /&gt;
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.  Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.&lt;br /&gt;
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill,  but Masons are usually working 24 hours a day on all variety of stone doors, chairs and tables.&lt;br /&gt;
&lt;br /&gt;
There's a variation if you want a more 'compact' design of those last two:&lt;br /&gt;
&lt;br /&gt;
* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.&lt;br /&gt;
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.&lt;br /&gt;
&lt;br /&gt;
This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his record keeping job for extended periods and a Carp might kill him.  It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up.  Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
The only thing you need is your anvil, a few stones and bars of metal, everything else is optional. A point of contention is the Iron Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway.  If you're on a map without trees, well, I suppose you don't need the axe at all.  But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.&lt;br /&gt;
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.&lt;br /&gt;
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe.  The 40 extra is worth it for the damage increase you get over copper or bronze.&lt;br /&gt;
* 2 [[Bituminous coal]] or [[Log]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.&lt;br /&gt;
* 4 cheap stone - any sort works, such as inexpensive [[granite]]. You'll use these to make your first three buildings.&lt;br /&gt;
&lt;br /&gt;
That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits.  Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.&lt;br /&gt;
&lt;br /&gt;
* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]&lt;br /&gt;
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seeds]]&lt;br /&gt;
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone bolts. Shells are also valuable to have around.&lt;br /&gt;
* 1 of each other 2 cost meat, for extra empty barrels. Barrels cost 10, so getting any food below that can save you money.&lt;br /&gt;
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.&lt;br /&gt;
* 1 [[Horse]] - they're relatively inexpensive and will help you begin breeding horses faster, as you are nearly always getting a horse with your wagon. Livestock are a valuable commodity for meat and bones, and you want as many of these as possible 'emergency rations' on hand.&lt;br /&gt;
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.&lt;br /&gt;
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If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.&lt;br /&gt;
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=== Metalbashing/Glassworking ===&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with &amp;quot;sand&amp;quot; (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
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==== Dwarves &amp;amp; Skills ====&lt;br /&gt;
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, clear glass, crossbows, siege engine parts, or something else equally interesting, he's an ideal candidate for matching skills.&lt;br /&gt;
&lt;br /&gt;
* A Carpenter/Leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.&lt;br /&gt;
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster trap-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to Wrestling gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal goblets, stone mugs, handwear, footwear, mechanisms, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
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Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
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==== Items (all starts) ====&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, sweet pod seeds, pig tail seeds, and cave wheat seeds will diversify your meals and drinks and let you set up for clothes-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
===== Items (fast start) =====&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
===== Items (moderate start) =====&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* 1 [[battle axe]] (at present, steel is the only option)&lt;br /&gt;
* few or no logs, unless the map has no trees&lt;br /&gt;
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).&lt;br /&gt;
&lt;br /&gt;
===== Items (slow start) =====&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  You can survive without them, but it's a lot cheaper to buy logs to make barrels than to bring more drink.&lt;br /&gt;
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&lt;br /&gt;
=== Free Equipment ===&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill get some leather armor, a crossbow and some bolts for free. &lt;br /&gt;
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=== Challenge Builds ===&lt;br /&gt;
If you want a challenge try [[Challenge_Builds]]&lt;br /&gt;
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{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Snoob</name></author>
	</entry>
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