<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Solters</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Solters"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Solters"/>
	<updated>2026-05-20T21:24:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=311441</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=311441"/>
		<updated>2025-11-07T15:08:03Z</updated>

		<summary type="html">&lt;p&gt;Solters: moved bolt thrower box to top of page alongside other engines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Catapult|key=y|key2=p&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 catapult parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}{{Building|name=Ballista|key=y|key2=b&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 ballista parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
{{Building&lt;br /&gt;
|name=Bolt thrower&lt;br /&gt;
|key=y|key2=i&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 bolt thrower parts&lt;br /&gt;
* [[mechanism]]&lt;br /&gt;
* [[chain]]&lt;br /&gt;
* [[bin]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half-building, half-heavy weapon, and includes the '''catapult''' and '''ballista'''.  Both are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult and between 130 and 200 tiles for a ballista).  A [[ballista arrow]] can kill or injure each creature in its path, indiscriminately of friend or foe, but a stone launched from a catapult cannot harm [[dwarf|dwarves]] or [[animal trainer|tamed animals]].&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]], while catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all.&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', and ballistae are made from any 3 '''ballista parts'''. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3×3 building that cannot be moved about, other than by taking it down and re-assembling it at the new construction site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
When you place a Siege Engine, you choose its orientation. It can be the 8 cardinal directions.&lt;br /&gt;
Catapults and Ballistas will stay at their built orientation forever. Bolt Throwers can be reoriented at will.&lt;br /&gt;
&lt;br /&gt;
In the Siege Engine's menu, you can change the mode:&lt;br /&gt;
*Not In Use:  This Siege Engine will be left unattended. If loaded, it will not be unloaded.&lt;br /&gt;
*Loaded: A [[siege operator]] will load this engine, but after that it will be left unattended.&lt;br /&gt;
*Prepare to Fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege operators will fire and reload normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ######################&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #########....#########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously only for training purposes, but the point is efficiency.  As each catapult fires, it &amp;quot;gives&amp;quot; stones to the engine across from it.  This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing &amp;quot;catch&amp;quot; with the stones they are training with.  Stones will always be available directly behind each operator, however &amp;lt;s&amp;gt;dorfs&amp;lt;/s&amp;gt; some dwarves are incredibly stupid.  They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range.  Even then, the idiots will sometimes cross the range and pick up stones from the far end.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along one z-level.  While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no &amp;quot;head room&amp;quot; is necessary – ammo only flies out, never up.&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles, and can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Both will fire through [[fortifications]].&lt;br /&gt;
* [[Siege operator]]s are civilians, and, as such, will run in fear if enemy units attack them.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild [[animals]]) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional [[z-level]]s, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will, in due time, clear the whole area of stone. Stones launched from catapults will fragment into rock shards, which are dangerous in their own right. &lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Fire at Will&amp;quot; does ''not'' mean there has to be anything to shoot at!''' The siege engine will simply continue to be loaded and fired, simply launching ammo (stone or arrows) downrange with no (visible) target if given this command.  This can be good against unseen [[ambush]]es, or if you wish to move [[stone]] across a map, but not if you are worried about depleting an ammo stockpile.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 10-20 degrees wide. Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes attacks them. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
The damage inflicted by a siege engine is based entirely on the material and quality of the ammunition used - the quality of the parts from which the siege engine is built has no effect whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you desire high-quality siege engine parts (e.g. to increase your fortress's architectural value), the only way to obtain them is to have them made by a trained engineer, and the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3×3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3×3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3×3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|350px|center|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310932</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310932"/>
		<updated>2025-09-30T13:25:33Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Die}}&lt;br /&gt;
[[File:dye_bag_preview.png|right|Bag of Dimple Cup dye powder.]]&lt;br /&gt;
'''Dye''' can be used at the [[dyer's shop]] to change the [[Color#Color_tokens|color]] of clothing materials.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Dyes can be produced by milling a number of [[crop|plants]] at a [[millstone]] or [[quern]] (which also produces seeds) as well as from other sources at a [[dyer's shop]] (which does '''not''' produce seeds). Usually, all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye, however, is only useful if you have a somewhat-skilled [[dyer]], otherwise, little value is added and the work wasted. It is better to buy or grow the 'source' plants if available, and mill them yourself. Of course, the nice colors are a value in themselves, if you don't stuff it all in bins.&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven [[cloth]], raw [[thread]], or [[leather]]{{v|52.03}}. Dyed items have their [[value]] increased by the value of the dye (see table above), multiplied by the [[quality]] with which the dye was applied. There is not known to be any difference in the end product based on when the dye was applied during the production process. Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
Dyes can be mixed to create additional colors. The desired color can be chosen at the [[dyer's shop]] with the &amp;quot;dye cloth ([[color]])&amp;quot; job, blending dyes with each other, or the material's natural color, to produce the chosen color.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
On the [[stocks]] screen, dyes are listed under [[powder]]. Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. [[Barrel]]s that contain only powders are called 'Mill barrel'. Each barrel can contain up to 60 dye [[Bag|bags]], each bag containing one stack of dye items.&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
Bag contents are not recognized in the [[Manager#Work orders|manager's work order conditions]].&lt;br /&gt;
As such, item type (powder) and material (e.g. 'Dimple dye', 'Redroot dye', 'potato skin dye', etc) will not work (despite being the recommended condition on create dye jobs).&lt;br /&gt;
As a workaround, reference all items/materials and use adjectives.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Count all stacks of dye: Item type 'items', material type 'no material', adjective 'dye item' &lt;br /&gt;
* Count all stacks of midnight blue (dimple cup) dye: Item type 'itemsi, material type 'no material', adjective 'dye item', adjective 'Color midnight blue'&lt;br /&gt;
&lt;br /&gt;
==List of dyes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
!Crop type&lt;br /&gt;
!Production&lt;br /&gt;
&amp;lt;!--plant_standard, milled--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple dye&lt;br /&gt;
|Midnight blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Underground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
&amp;lt;!--plant_crops--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]]&lt;br /&gt;
|Sorghum leaf dye&lt;br /&gt;
|Rust&lt;br /&gt;
| bgcolor=&amp;quot;#B7410E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]]&lt;br /&gt;
|Rice husk dye&lt;br /&gt;
|Buff&lt;br /&gt;
| bgcolor=&amp;quot;#F0DC82&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]]&lt;br /&gt;
|Red spinach leaf dye&lt;br /&gt;
|Fuchsia&lt;br /&gt;
| bgcolor=&amp;quot;#F400A1&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
&amp;lt;!--plant_garden--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]]&lt;br /&gt;
|Cabbage leaf dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot]]&lt;br /&gt;
|Carrot dye&lt;br /&gt;
|Pale brown&lt;br /&gt;
| bgcolor=&amp;quot;#987654&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]]&lt;br /&gt;
|Eggplant dye&lt;br /&gt;
|Lilac&lt;br /&gt;
| bgcolor=&amp;quot;#C8A2C8&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]]&lt;br /&gt;
|Onion skin dye&lt;br /&gt;
|Orange&lt;br /&gt;
| bgcolor=&amp;quot;#FFA500&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Bulb&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut]]&lt;br /&gt;
|Peanut shell dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Pod&lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]]&lt;br /&gt;
|Potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]]&lt;br /&gt;
|Radish dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]]&lt;br /&gt;
|Rhubarb leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]]&lt;br /&gt;
|Spinach leaf dye&lt;br /&gt;
|Leaf green&lt;br /&gt;
| bgcolor=&amp;quot;#19b211&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]]&lt;br /&gt;
|Sweet potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]]&lt;br /&gt;
|Tomato skin dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]]&lt;br /&gt;
|Turnip skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]]&lt;br /&gt;
|Watermelon dye&lt;br /&gt;
|Orchid pink&lt;br /&gt;
| bgcolor=&amp;quot;#e55bc3&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]]&lt;br /&gt;
|Grape dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]]&lt;br /&gt;
|Cranberry dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#FF0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]]&lt;br /&gt;
|Bilberry dye&lt;br /&gt;
|Violet&lt;br /&gt;
| bgcolor=&amp;quot;#8B00FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]]&lt;br /&gt;
|Blueberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]]&lt;br /&gt;
|Blackberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]]&lt;br /&gt;
|Raspberry dye&lt;br /&gt;
|Raspberry pink&lt;br /&gt;
| bgcolor=&amp;quot;#ff1980&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]]&lt;br /&gt;
|Pineapple leaf dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
&amp;lt;!--plant_standard, tree--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Mangrove]]&lt;br /&gt;
|Mangrove bark dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Mangrove leaf dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine]]&lt;br /&gt;
|Pine bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]&lt;br /&gt;
|Oak bark dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahogany]]&lt;br /&gt;
|Mahogany bark dye&lt;br /&gt;
|Mahogany&lt;br /&gt;
| bgcolor=&amp;quot;#C04000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]]&lt;br /&gt;
|Acacia bark dye&lt;br /&gt;
|Chocolate&lt;br /&gt;
| bgcolor=&amp;quot;#DC691E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple]]&lt;br /&gt;
|Maple bark dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Willow]]&lt;br /&gt;
|Willow bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Willow leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Larch]]&lt;br /&gt;
|Larch bark dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Chestnut]]&lt;br /&gt;
|Chestnut bark dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut leaf dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut hull dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nuts&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Alder]]&lt;br /&gt;
|Alder bark dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Alder cone dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Cones&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch]]&lt;br /&gt;
|Birch bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Ash (tree)|Ash]]&lt;br /&gt;
|Ash bark dye&lt;br /&gt;
|Goldenrod&lt;br /&gt;
| bgcolor=&amp;quot;#DAA520&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
&amp;lt;!--plant_new_trees--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Banana]]&lt;br /&gt;
|Banana leaf dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Banana peel dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]]&lt;br /&gt;
|Coffee bean dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Guava]]&lt;br /&gt;
|Guava bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Guava leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]]&lt;br /&gt;
|Tea leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|Avocado skin dye&lt;br /&gt;
|Peach&lt;br /&gt;
| bgcolor=&amp;quot;#FFE5B4&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Olive]]&lt;br /&gt;
|Olive bark dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Olive leaf dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Pomegranate]]&lt;br /&gt;
|Pomegranate leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate rind dye&lt;br /&gt;
|Green-yellow&lt;br /&gt;
| bgcolor=&amp;quot;#ADFF2F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate bark dye&lt;br /&gt;
|Gray&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Log&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]&lt;br /&gt;
|Almond shell dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nut&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Apple]]&lt;br /&gt;
|Apple bark dye&lt;br /&gt;
|Rose&lt;br /&gt;
| bgcolor=&amp;quot;#F4C2C2&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Apple leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]]&lt;br /&gt;
|Apricot bark dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Bayberry]]&lt;br /&gt;
|Bayberry leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Bayberry dye&lt;br /&gt;
|Blue&lt;br /&gt;
| bgcolor=&amp;quot;#0000FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Cherry]]&lt;br /&gt;
|Cherry bark dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Cherry leaf dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]]&lt;br /&gt;
|Ginkgo leaf dye&lt;br /&gt;
|Lemon&lt;br /&gt;
| bgcolor=&amp;quot;#FDE910&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hazel]]&lt;br /&gt;
|Hazel bark dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Hazel leaf dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]]&lt;br /&gt;
|Peach bark dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Pear]]&lt;br /&gt;
|Pear bark dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Pear leaf dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]&lt;br /&gt;
|Persimmon dye&lt;br /&gt;
|Slate gray&lt;br /&gt;
| bgcolor=&amp;quot;#708090&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]]&lt;br /&gt;
|Plum bark dye&lt;br /&gt;
|Mauve taupe&lt;br /&gt;
| bgcolor=&amp;quot;#915F6D&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
A number of plants have comments in their [[raw file]]s suggesting they should produce dye, dating from before more dyes were added in [[Release information/52.03|52.03]]. [[Wild carrot]] and [[rhubarb]] produce dyes from different parts than their comment suggests: flowers and roots in the respective comments. [[Pendant amaranth]] flowers are noted to produce dye, but do not have any in-game dye materials.&lt;br /&gt;
&lt;br /&gt;
Sliver barbs are only found in [[Surroundings#Evil|evil]] areas, therefore, [[elf|elves]], [[dwarf|dwarves]], and [[human]]s won't bring sliver barbs to trade. To obtain it, you must embark in an evil area and pull it from the ground yourself.&lt;br /&gt;
&lt;br /&gt;
[[Hide root|Redroot dye]] is the only dye priced at 10[[Currency|☼]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In some dwarven civilizations, a common battle cry is ‘ESHON ALOD ATÍR!’, which [[Dwarven language|translates]] as ‘TODAY IS A GOOD DAY TO DYE!’ Dwarven historians have been unable to determine why this should be.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Decoration]]&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Dye]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310931</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310931"/>
		<updated>2025-09-30T13:24:34Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Die}}&lt;br /&gt;
[[File:dye_bag_preview.png|right|Bag of Dimple Cup dye powder.]]&lt;br /&gt;
'''Dye''' can be used at the [[dyer's shop]] to change the [[Color#Color_tokens|color]] of clothing materials.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Dyes can be produced by milling a number of [[crop|plants]] at a [[millstone]] or [[quern]] (which also produces seeds) as well as from other sources at a [[dyer's shop]] (which does *not* produce seeds). Usually, all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye, however, is only useful if you have a somewhat-skilled [[dyer]], otherwise, little value is added and the work wasted. It is better to buy or grow the 'source' plants if available, and mill them yourself. Of course, the nice colors are a value in themselves, if you don't stuff it all in bins.&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven [[cloth]], raw [[thread]], or [[leather]]{{v|52.03}}. Dyed items have their [[value]] increased by the value of the dye (see table above), multiplied by the [[quality]] with which the dye was applied. There is not known to be any difference in the end product based on when the dye was applied during the production process. Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
Dyes can be mixed to create additional colors. The desired color can be chosen at the [[dyer's shop]] with the &amp;quot;dye cloth ([[color]])&amp;quot; job, blending dyes with each other, or the material's natural color, to produce the chosen color.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
On the [[stocks]] screen, dyes are listed under [[powder]]. Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. [[Barrel]]s that contain only powders are called 'Mill barrel'. Each barrel can contain up to 60 dye [[Bag|bags]], each bag containing one stack of dye items.&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
Bag contents are not recognized in the [[Manager#Work orders|manager's work order conditions]].&lt;br /&gt;
As such, item type (powder) and material (e.g. 'Dimple dye', 'Redroot dye', 'potato skin dye', etc) will not work (despite being the recommended condition on create dye jobs).&lt;br /&gt;
As a workaround, reference all items/materials and use adjectives.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Count all stacks of dye: Item type 'items', material type 'no material', adjective 'dye item' &lt;br /&gt;
* Count all stacks of midnight blue (dimple cup) dye: Item type 'itemsi, material type 'no material', adjective 'dye item', adjective 'Color midnight blue'&lt;br /&gt;
&lt;br /&gt;
==List of dyes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
!Crop type&lt;br /&gt;
!Production&lt;br /&gt;
&amp;lt;!--plant_standard, milled--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple dye&lt;br /&gt;
|Midnight blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Underground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
&amp;lt;!--plant_crops--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]]&lt;br /&gt;
|Sorghum leaf dye&lt;br /&gt;
|Rust&lt;br /&gt;
| bgcolor=&amp;quot;#B7410E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]]&lt;br /&gt;
|Rice husk dye&lt;br /&gt;
|Buff&lt;br /&gt;
| bgcolor=&amp;quot;#F0DC82&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]]&lt;br /&gt;
|Red spinach leaf dye&lt;br /&gt;
|Fuchsia&lt;br /&gt;
| bgcolor=&amp;quot;#F400A1&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
&amp;lt;!--plant_garden--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]]&lt;br /&gt;
|Cabbage leaf dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot]]&lt;br /&gt;
|Carrot dye&lt;br /&gt;
|Pale brown&lt;br /&gt;
| bgcolor=&amp;quot;#987654&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]]&lt;br /&gt;
|Eggplant dye&lt;br /&gt;
|Lilac&lt;br /&gt;
| bgcolor=&amp;quot;#C8A2C8&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]]&lt;br /&gt;
|Onion skin dye&lt;br /&gt;
|Orange&lt;br /&gt;
| bgcolor=&amp;quot;#FFA500&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Bulb&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut]]&lt;br /&gt;
|Peanut shell dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Pod&lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]]&lt;br /&gt;
|Potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]]&lt;br /&gt;
|Radish dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]]&lt;br /&gt;
|Rhubarb leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]]&lt;br /&gt;
|Spinach leaf dye&lt;br /&gt;
|Leaf green&lt;br /&gt;
| bgcolor=&amp;quot;#19b211&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]]&lt;br /&gt;
|Sweet potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]]&lt;br /&gt;
|Tomato skin dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]]&lt;br /&gt;
|Turnip skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]]&lt;br /&gt;
|Watermelon dye&lt;br /&gt;
|Orchid pink&lt;br /&gt;
| bgcolor=&amp;quot;#e55bc3&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]]&lt;br /&gt;
|Grape dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]]&lt;br /&gt;
|Cranberry dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#FF0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]]&lt;br /&gt;
|Bilberry dye&lt;br /&gt;
|Violet&lt;br /&gt;
| bgcolor=&amp;quot;#8B00FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]]&lt;br /&gt;
|Blueberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]]&lt;br /&gt;
|Blackberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]]&lt;br /&gt;
|Raspberry dye&lt;br /&gt;
|Raspberry pink&lt;br /&gt;
| bgcolor=&amp;quot;#ff1980&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]]&lt;br /&gt;
|Pineapple leaf dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
&amp;lt;!--plant_standard, tree--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Mangrove]]&lt;br /&gt;
|Mangrove bark dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Mangrove leaf dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine]]&lt;br /&gt;
|Pine bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]&lt;br /&gt;
|Oak bark dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahogany]]&lt;br /&gt;
|Mahogany bark dye&lt;br /&gt;
|Mahogany&lt;br /&gt;
| bgcolor=&amp;quot;#C04000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]]&lt;br /&gt;
|Acacia bark dye&lt;br /&gt;
|Chocolate&lt;br /&gt;
| bgcolor=&amp;quot;#DC691E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple]]&lt;br /&gt;
|Maple bark dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Willow]]&lt;br /&gt;
|Willow bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Willow leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Larch]]&lt;br /&gt;
|Larch bark dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Chestnut]]&lt;br /&gt;
|Chestnut bark dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut leaf dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut hull dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nuts&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Alder]]&lt;br /&gt;
|Alder bark dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Alder cone dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Cones&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch]]&lt;br /&gt;
|Birch bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Ash (tree)|Ash]]&lt;br /&gt;
|Ash bark dye&lt;br /&gt;
|Goldenrod&lt;br /&gt;
| bgcolor=&amp;quot;#DAA520&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
&amp;lt;!--plant_new_trees--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Banana]]&lt;br /&gt;
|Banana leaf dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Banana peel dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]]&lt;br /&gt;
|Coffee bean dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Guava]]&lt;br /&gt;
|Guava bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Guava leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]]&lt;br /&gt;
|Tea leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|Avocado skin dye&lt;br /&gt;
|Peach&lt;br /&gt;
| bgcolor=&amp;quot;#FFE5B4&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Olive]]&lt;br /&gt;
|Olive bark dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Olive leaf dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Pomegranate]]&lt;br /&gt;
|Pomegranate leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate rind dye&lt;br /&gt;
|Green-yellow&lt;br /&gt;
| bgcolor=&amp;quot;#ADFF2F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate bark dye&lt;br /&gt;
|Gray&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Log&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]&lt;br /&gt;
|Almond shell dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nut&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Apple]]&lt;br /&gt;
|Apple bark dye&lt;br /&gt;
|Rose&lt;br /&gt;
| bgcolor=&amp;quot;#F4C2C2&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Apple leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]]&lt;br /&gt;
|Apricot bark dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Bayberry]]&lt;br /&gt;
|Bayberry leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Bayberry dye&lt;br /&gt;
|Blue&lt;br /&gt;
| bgcolor=&amp;quot;#0000FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Cherry]]&lt;br /&gt;
|Cherry bark dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Cherry leaf dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]]&lt;br /&gt;
|Ginkgo leaf dye&lt;br /&gt;
|Lemon&lt;br /&gt;
| bgcolor=&amp;quot;#FDE910&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hazel]]&lt;br /&gt;
|Hazel bark dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Hazel leaf dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]]&lt;br /&gt;
|Peach bark dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Pear]]&lt;br /&gt;
|Pear bark dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Pear leaf dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]&lt;br /&gt;
|Persimmon dye&lt;br /&gt;
|Slate gray&lt;br /&gt;
| bgcolor=&amp;quot;#708090&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]]&lt;br /&gt;
|Plum bark dye&lt;br /&gt;
|Mauve taupe&lt;br /&gt;
| bgcolor=&amp;quot;#915F6D&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
A number of plants have comments in their [[raw file]]s suggesting they should produce dye, dating from before more dyes were added in [[Release information/52.03|52.03]]. [[Wild carrot]] and [[rhubarb]] produce dyes from different parts than their comment suggests: flowers and roots in the respective comments. [[Pendant amaranth]] flowers are noted to produce dye, but do not have any in-game dye materials.&lt;br /&gt;
&lt;br /&gt;
Sliver barbs are only found in [[Surroundings#Evil|evil]] areas, therefore, [[elf|elves]], [[dwarf|dwarves]], and [[human]]s won't bring sliver barbs to trade. To obtain it, you must embark in an evil area and pull it from the ground yourself.&lt;br /&gt;
&lt;br /&gt;
[[Hide root|Redroot dye]] is the only dye priced at 10[[Currency|☼]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In some dwarven civilizations, a common battle cry is ‘ESHON ALOD ATÍR!’, which [[Dwarven language|translates]] as ‘TODAY IS A GOOD DAY TO DYE!’ Dwarven historians have been unable to determine why this should be.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Decoration]]&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Dye]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=310930</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=310930"/>
		<updated>2025-09-30T13:23:05Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Seed Production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 15 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_notes|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How do I manage my seeds and crops]]?''&lt;br /&gt;
[[File:seeds_sprite_preview.png|right]]'''Seeds''' are used in [[farming]] to grow [[crop]]s - some can be used to make [[oil]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]] and [[kobold bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.&lt;br /&gt;
&lt;br /&gt;
[[Tree]] seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable. Some seeds do not have a sprite assigned to them. &lt;br /&gt;
&lt;br /&gt;
However, presently dwarves will rather starve than eat a seed raw.&lt;br /&gt;
Sadly, some seeds are completely worthless, based on them being unfarmable, inedible, and not processable. For the moment these can be dumped/sold freely.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Seed type || Graphic || Edible Raw || Cookable || Farmable || Vermin Edible || Oil Seed || Raws/Menu Order || Worthless?&lt;br /&gt;
|-&lt;br /&gt;
|[[Abaca]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 092 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || Yes || No || 153 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak|Acorns]] || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 152 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Alfalfa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:alfalfa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 009 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 119 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 120 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 121 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Artichoke]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:artichoke_seeds_sprite.png]] || No || No || Yes || Yes || No || 035 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Asparagus]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:asparagus_seeds_sprite.png]] || No || No || Yes || Yes || No || 036 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]] pits || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 103 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Bambara groundnut]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:bambara_groundnut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 037 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Banana]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 093 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Barley]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || Yes || Yes || Yes || No || 006 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bayberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 122 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Beet]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:beet_seeds_sprite.png]] || No || No || Yes || No || No || 040 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bilberry_seeds_sprite.png]] || No || No || Yes || No || No || 087 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 041 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 108 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter vetch]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_vetch_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 016 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blackberry_seeds_sprite.png]] || No || No || Yes || No || No || 089 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blade_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 147 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloated tuber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bloated_tuber_seeds_sprite.png]] || No || No || Yes || No || No || 139 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blood_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 018 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blueberry_seeds_sprite.png]] || No || No || Yes || No || No || 088 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Broad bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:broad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 039 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckwheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:buckwheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 007 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cabbage_seeds_sprite.png]] || No || No || Yes || No || No || 042 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacao tree|Cacao]] beans || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || No || No || 157 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Candlenut]]s || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || Yes || No || 155 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Caper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:caper_seeds_sprite.png]] || No || No || Yes || No || No || 043 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Carambola]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 094 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot|Carrot]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:wild_carrot_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 044 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cashew]]s || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No|| 095 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cassava]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cassava_seeds_sprite.png]] || No || No || Yes || No || No || 045 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cave_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 135 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Celery]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:celery_seeds_sprite.png]] || No || No || Yes || No || No || 046 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cherry]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 123 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Chestnut]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 154 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chickpea]] || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || Yes || Yes || No || 047 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chicory]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:chicory_seeds_sprite.png]] || No || No || Yes || No || No || 048 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Citron]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 106 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]] beans || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || No || No || 096 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cotton_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 031 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cowpea]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:cowpea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 049 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cranberry_seeds_sprite.png]] || No || No || Yes || No || No || 086 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cucumber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cucumber_seeds_sprite.png]] || No || No || Yes || No || No || 050 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Custard-apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 113 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Date palm]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 114 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 111 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:dimple_cup_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 146 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Durian]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || Yes || No || Yes || No || 097 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:eggplant_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 051 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant-head amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:elephant_head_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 021 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 109 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:finger_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 024 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:fisher_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 144 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:flax_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes|| 028 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fonio]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:fonio_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 026 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Foxtail millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:foxtail_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 025 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garden cress]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garden_cress_seeds_sprite.png]] || No || No || Yes || No || No || 052 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garlic]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garlic_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 053 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 124 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:grape_seeds_sprite.png]] || No || No || Yes || No || No || 085 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Guava]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 098 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Hard wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 004 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazel]] nuts || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 125 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hemp_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 030 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hide_root_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 148 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Horned melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:horned_melon_seeds_sprite.png]] || No || No || Yes || No || No || 054 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jute]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:jute_seeds_sprite.png]] || No || No || Yes || No || No || 029 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaniwa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kaniwa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 015 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kenaf_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 033 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kumquat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 112 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Leek]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:leek_seeds_sprite.png]] || No || No || Yes || No || No || 055 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lentil]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:lentil_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 056 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lesser_yam_seeds_sprite.png]] || No || No || Yes || No || No || 080 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lettuce]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lettuce_seeds_sprite.png]] || Yes || Yes || Yes || No || No || 057 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 104 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Long yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:long_yam_seeds_sprite.png]] || No || No || Yes || No || No || 081 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:longland_grass_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 142 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lychee]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 115 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Macadamia]] nuts || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 116 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Maize]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:maize_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 013 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mango tree|Mango]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 156 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Muck root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muck_root_seeds_sprite.png]] || No || No || Yes || No || No || 138 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mung bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:mung_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 058 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Muskmelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muskmelon_seeds_sprite.png]] || No || No || Yes || No || No || 059 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oats]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:oats_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 008 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 117 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:onion_seeds_sprite.png]] || No || No || Yes || No || No || 060 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 107 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papaya]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 099 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papyrus sedge]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || Yes || No || No || 034 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Paradise nut]]s || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 100 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Parsnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:parsnip_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 061 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Passion fruit]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:passion_fruit_seeds_sprite.png]] || No || No || Yes || No || No || 084 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pea]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:pea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 062 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 126 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut|Peanuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:peanut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 063 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 127 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:pearl_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 022 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pecan]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 128 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pendant amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pendant_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 017 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pepper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pepper_seeds_sprite.png]] || No || No || Yes || No || No || 064 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 129 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pig_tail_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 134 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pineapple_seeds_sprite.png]] || No || No || Yes || Yes || No || 091 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]] pits || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 130 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:plump_helmet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 133 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomegranate]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 118 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomelo]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 105 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:potato_seeds_sprite.png]] || No || No || Yes || No || No || 065 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:prickle_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 140 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 019 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_yam_seeds_sprite.png]] || No || No || Yes || No || No || 082 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinoa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:quinoa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 014 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:radish_seeds_sprite.png]] || No || No || Yes || No || No || 066 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rambutan]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || Yes || No || 101 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ramie]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:ramie_seeds_sprite.png]] || No || No || Yes || No || No || 032 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:raspberry_seeds_sprite.png]] || No || No || Yes || No || No || 090 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rat_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 143 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 067 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_spinach_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 020 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rhubarb_seeds_sprite.png]] || No || No || Yes || No || No || 068 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:rice_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 012 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush|Rock nuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:quarry_bush_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 137 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rope_reed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 145 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Round lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 110 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rye]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rye_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 010 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 131 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Single-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 001 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sliver_barb_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 149 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 003 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sorghum_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 011 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soybean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:soybean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 069 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spelt]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 005 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:spinach_seeds_sprite.png]] || No || No || Yes || No || No || 070 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Squash]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:squash_seeds_sprite.png]] || No || No || Yes || No || No || 071 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Strawberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || Yes || Yes || Yes || No || 141 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[String bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:string_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 038 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sun_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 150 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_pod_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 136 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_potato_seeds_sprite.png]] || No || No || Yes || No || No || 072 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Taro]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:taro_seeds_sprite.png]] || No || No || Yes || No || No || 073 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 102 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Teff]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:teff_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 027 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomatillo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomatillo_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 075 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomato_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 074 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:turnip_seeds_sprite.png]] || No || No || Yes || No || No || 076 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 002 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Urad bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:urad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 077 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Walnut]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 132 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:watermelon_seeds_sprite.png]] || No || No || Yes || No || No || 078 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:whip_vine_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 151 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[White millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 023 || No &lt;br /&gt;
|-&lt;br /&gt;
|[[White yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_yam_seeds_sprite.png]] || No || No || Yes || No || No || 083 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Winter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:winter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 079 || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by [[brewing]] (at a [[still]]), [[milling]] (at a [[millstone]] or [[quern]]), [[Plant processing|processing]] (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). Note that cooking (at a [[kitchen]]) and make dye jobs (at a [[Dyer's shop]]) do *not* produce seeds. For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of 200 seeds for each plant species and a global cap of 3000 seeds. Both of these limits can be modified in the [[d_init.txt]] file or the game settings menu. The maximum global seed cap is 30,000. Seed-producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that species. You can exceed the individual species seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below the cap. If the number of seeds in the fortress exceed the global seed cap, seeds will be deleted from the species with the highest number of seeds in stock. If two or more species are tied for the highest number of seeds, it will bounce between them, lowering the number of seeds equally until under the global seed cap and including more species as they reach equivalent stock amounts. Note that this removal may affect &amp;quot;strategic seed stockpiles&amp;quot; (i.e. seeds forbidden from use in case of typical dwarven culinary stupidity). While at the global seed cap merchants will not bring seeds in trade.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant seeds: Needs [seed name]&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the '''whole seed bag''' from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ([[File:V50_stockpile_workshop_button.png]]). Set the secondary (smaller) pile to take from anywhere and [[File:V50_stockpile_take_button.png]] give to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lenod&lt;br /&gt;
| elvish  = are&lt;br /&gt;
| goblin  = ösmosp&lt;br /&gt;
| human   = ase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves compulsively store seeds in bags.{{bug|7869}}&lt;br /&gt;
*Planted seeds removed from field by seed cap.{{bug|8107}} (Fixed in version 51.06.)&lt;br /&gt;
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}} (Fixed in version 51.06: Merchants no longer bring seeds when at seed cap.)&lt;br /&gt;
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}} (Fixed in version 51.06.)&lt;br /&gt;
&lt;br /&gt;
[[File:India_-_Varanasi_green_peas_-_2714.jpg|thumb|350px|center|Some seeds are edible, either raw or cooked.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
[[ru:Seed]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=310816</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=310816"/>
		<updated>2025-09-21T15:40:54Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Adjectives */  fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:work_orders_sprite_preview.png|right]]'''Work orders''' are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions. Multiple conditions on a single work order are evaluated as logical AND - that is, ALL conditions on an order must be met before the order is begun.&lt;br /&gt;
===Frequency===&lt;br /&gt;
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are (and are [[#Bugs/Finicky UI|buggy/finicky]]). Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]-bearing items || [[Native aluminum|Native Aluminum]] || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammunition|Ammo]] items || [[Arrow]]s, [[Bolt]]s || For checking if you have some Ammo available. Useful in bolts automation.&lt;br /&gt;
|- &lt;br /&gt;
| [[Bag]]-processable items || [[Quarry Bush]] || For the &amp;quot;Process plant to bag&amp;quot; order ([[Farmer's workshop]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]]-bearing items|| [[Bismuthinite]] || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] items || [[Yak]] Bone, [[Elf]] Bone, [[Horse]] Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| [[Clay]] items || [[Fire clay|Fire Clay]] stone, [[Clay loam|Clay Loam]] Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Collected items || Cave Spider Silk Thread || Used for checking if you have silk thread for making cloth, not uncollected webs&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]]able items || Turkey [[Egg]], Pig [[Meat]], [[Plump helmet|Plump Helmet]] || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]]-bearing items || [[Tetrahedrite]], [[Malachite]] || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
| [[Dye]] Items || [[Dimple cup|Dimple Cup]] Dye, [[Hide root|Hide Root]] Dye || Used for checking for dye for dye jobs, can be used to set a condition on '[[Miller|mill plants]]'/'[[Dyer's shop|make &amp;lt;type&amp;gt; dye]]' jobs. Note that items/materials in bags are ignored, so adjectives are the only way to check for dyes. See [[Dye#Work Order Conditions]] for details.&lt;br /&gt;
|-&lt;br /&gt;
| Dyable items || [[Pig Tail]] Cloth, [[Cave spider|Cave Spider]] Silk [[Thread]] || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
| Dyed items || Pig Tail [[Cloth]], Cave Spider [[Silk]] Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
| Empty items || Leather [[Bag]], Large Green Glass [[Pot]] || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
| [[Fat]] items || [[Pig]] Fat, [[Yak]] Fat, [[Crundle]] Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
| [[Flux]] items || [[Chalk]] Stone, [[Limestone]] Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
| Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] items || Green Glass [[Goblet]], Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
| Glazable items || [[Stoneware]] Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
| [[Glaze]] items || [[Ash]] Bar, [[Cassiterite]] || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]-bearing items || [[Gold Nuggets]] || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
| [[Hair]]/[[wool]] items || Yak [[Thread]], Horse Thread || Not the same as Yarn items. Can be used for suturing, but not necessarily turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]] items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]]-bearing items || [[Hematite]], [[Magnetite]] || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]/tooth items || [[Elephant]] Ivory, [[Lion]] Tooth || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead]] bearing items || [[Galena]] || Same as using 'Galena' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Lye]]-bearing items || Ash Bar || Same as using 'Ash' material&lt;br /&gt;
|-&lt;br /&gt;
| Lye/milk-free items || Willow [[Bucket]] || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Melt item|Melt-designated items]] || [[Steel]] Anvil || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]] items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || [[Purring maggots|Purring Maggots]] || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || [[Hide root|Hide Root]], [[Cave Wheat]] || For milling at a [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel]]-bearing items || [[Garnierite]] || Same as using 'Garnierite' material&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry [[Glob]], [[Rock Nut]] Paste || Used in various [[screw press]] jobs, for checking if items are available for pressing&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil|Oil-bearing]] items || [[Rock Nut]] Paste, [[Olive]] || Used in Press Liquid from Paste(/Fruit) jobs, for limiting overall oil production. (Use with 'Non-pressed' to rule out unmilled seeds)&lt;br /&gt;
|-&lt;br /&gt;
| Paper-[[slurry]] || Pig Tail Paper Slurry Glob || Used in Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| [[Paper]]-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant]] items || [[Hemp]], [[Hide root|Hide Root]], [[Sweet Pod]], [[Pig Tail]] Cloth || Useful for [[cloth]] orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || Sweet Pod || Used for the Process Plants (Barrel) order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || Valley Herb || Used for the Process Plants (Vial) order&lt;br /&gt;
|-&lt;br /&gt;
| [[Render fat|Renderable]] items || Pig Fat || Same as 'Fat items'&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]]-bearing items || [[Red sand|Red Sand]] Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] items || [[Pond turtle|Pond Turtle]] Shell || Used for checking items required to make shell crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Silk]] items || [[Cave spider|Cave Spider]] Silk Cloth || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]-bearing items || [[Galena]], [[Tetrahedrite]], [[Horn Silver]], [[Native silver|Native Silver]] || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| [[Soap]] items || Rock Nut Soap || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| [[Tallow]] items || [[Crundle]] Tallow || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]]-bearing items || [[Cassiterite]] || Same as using 'Cassiterite' material&lt;br /&gt;
|-&lt;br /&gt;
| Undisturbed items || Cave Spider Silk [[Web]] || Used for Collect Webs orders&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without [[Gem setting|encrusting]] || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Unused items || Pig Tail [[Cloth]], Sheep Wool [[Thread]] || Useful for weaving and clothing jobs, rule out items partially consumed by [[hospital]]s&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on [[Quire]] || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| [[Yarn]] items || Alpaca [[Wool]] Bag, Sheep Wool Thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Boulders'.&lt;br /&gt;
##Set the Material of the item to the type of clay you are collecting.&lt;br /&gt;
##Set the amount to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'less than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
====Missing adjectives====&lt;br /&gt;
* [[Size]]: There is no adjective for which creature type wearable items are sized for.&lt;br /&gt;
* [[Wear]]: There is no adjective for wear level of items.&lt;br /&gt;
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=310815</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=310815"/>
		<updated>2025-09-21T15:37:34Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Adjectives */  dye links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:work_orders_sprite_preview.png|right]]'''Work orders''' are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions. Multiple conditions on a single work order are evaluated as logical AND - that is, ALL conditions on an order must be met before the order is begun.&lt;br /&gt;
===Frequency===&lt;br /&gt;
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are (and are [[#Bugs/Finicky UI|buggy/finicky]]). Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]-bearing items || [[Native aluminum|Native Aluminum]] || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammunition|Ammo]] items || [[Arrow]]s, [[Bolt]]s || For checking if you have some Ammo available. Useful in bolts automation.&lt;br /&gt;
|- &lt;br /&gt;
| [[Bag]]-processable items || [[Quarry Bush]] || For the &amp;quot;Process plant to bag&amp;quot; order ([[Farmer's workshop]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]]-bearing items|| [[Bismuthinite]] || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] items || [[Yak]] Bone, [[Elf]] Bone, [[Horse]] Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| [[Clay]] items || [[Fire clay|Fire Clay]] stone, [[Clay loam|Clay Loam]] Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Collected items || Cave Spider Silk Thread || Used for checking if you have silk thread for making cloth, not uncollected webs&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]]able items || Turkey [[Egg]], Pig [[Meat]], [[Plump helmet|Plump Helmet]] || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]]-bearing items || [[Tetrahedrite]], [[Malachite]] || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
| [[Dye]] Items || [[Dimple cup|Dimple Cup]] Dye, [[Hide root|Hide Root]] Dye || Used for checking for dye for dye jobs, can be used to set a condition on '[[Miller|mill plants]]'/'[[Make &amp;lt;type&amp;gt; dye|Dyer's shop]]' jobs. Note that items/materials in bags are ignored, so adjectives are the only way to check for dyes. See [[Dye:Work Order Conditions]] for details.&lt;br /&gt;
|-&lt;br /&gt;
| Dyable items || [[Pig Tail]] Cloth, [[Cave spider|Cave Spider]] Silk [[Thread]] || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
| Dyed items || Pig Tail [[Cloth]], Cave Spider [[Silk]] Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
| Empty items || Leather [[Bag]], Large Green Glass [[Pot]] || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
| [[Fat]] items || [[Pig]] Fat, [[Yak]] Fat, [[Crundle]] Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
| [[Flux]] items || [[Chalk]] Stone, [[Limestone]] Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
| Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] items || Green Glass [[Goblet]], Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
| Glazable items || [[Stoneware]] Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
| [[Glaze]] items || [[Ash]] Bar, [[Cassiterite]] || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]-bearing items || [[Gold Nuggets]] || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
| [[Hair]]/[[wool]] items || Yak [[Thread]], Horse Thread || Not the same as Yarn items. Can be used for suturing, but not necessarily turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]] items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]]-bearing items || [[Hematite]], [[Magnetite]] || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]/tooth items || [[Elephant]] Ivory, [[Lion]] Tooth || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead]] bearing items || [[Galena]] || Same as using 'Galena' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Lye]]-bearing items || Ash Bar || Same as using 'Ash' material&lt;br /&gt;
|-&lt;br /&gt;
| Lye/milk-free items || Willow [[Bucket]] || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Melt item|Melt-designated items]] || [[Steel]] Anvil || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]] items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || [[Purring maggots|Purring Maggots]] || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || [[Hide root|Hide Root]], [[Cave Wheat]] || For milling at a [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel]]-bearing items || [[Garnierite]] || Same as using 'Garnierite' material&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry [[Glob]], [[Rock Nut]] Paste || Used in various [[screw press]] jobs, for checking if items are available for pressing&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil|Oil-bearing]] items || [[Rock Nut]] Paste, [[Olive]] || Used in Press Liquid from Paste(/Fruit) jobs, for limiting overall oil production. (Use with 'Non-pressed' to rule out unmilled seeds)&lt;br /&gt;
|-&lt;br /&gt;
| Paper-[[slurry]] || Pig Tail Paper Slurry Glob || Used in Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| [[Paper]]-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant]] items || [[Hemp]], [[Hide root|Hide Root]], [[Sweet Pod]], [[Pig Tail]] Cloth || Useful for [[cloth]] orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || Sweet Pod || Used for the Process Plants (Barrel) order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || Valley Herb || Used for the Process Plants (Vial) order&lt;br /&gt;
|-&lt;br /&gt;
| [[Render fat|Renderable]] items || Pig Fat || Same as 'Fat items'&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]]-bearing items || [[Red sand|Red Sand]] Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] items || [[Pond turtle|Pond Turtle]] Shell || Used for checking items required to make shell crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Silk]] items || [[Cave spider|Cave Spider]] Silk Cloth || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]-bearing items || [[Galena]], [[Tetrahedrite]], [[Horn Silver]], [[Native silver|Native Silver]] || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| [[Soap]] items || Rock Nut Soap || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| [[Tallow]] items || [[Crundle]] Tallow || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]]-bearing items || [[Cassiterite]] || Same as using 'Cassiterite' material&lt;br /&gt;
|-&lt;br /&gt;
| Undisturbed items || Cave Spider Silk [[Web]] || Used for Collect Webs orders&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without [[Gem setting|encrusting]] || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Unused items || Pig Tail [[Cloth]], Sheep Wool [[Thread]] || Useful for weaving and clothing jobs, rule out items partially consumed by [[hospital]]s&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on [[Quire]] || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| [[Yarn]] items || Alpaca [[Wool]] Bag, Sheep Wool Thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Boulders'.&lt;br /&gt;
##Set the Material of the item to the type of clay you are collecting.&lt;br /&gt;
##Set the amount to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'less than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
====Missing adjectives====&lt;br /&gt;
* [[Size]]: There is no adjective for which creature type wearable items are sized for.&lt;br /&gt;
* [[Wear]]: There is no adjective for wear level of items.&lt;br /&gt;
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310814</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310814"/>
		<updated>2025-09-21T15:23:58Z</updated>

		<summary type="html">&lt;p&gt;Solters: updated work order suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Die}}&lt;br /&gt;
[[File:dye_bag_preview.png|right|Bag of Dimple Cup dye powder.]]&lt;br /&gt;
'''Dye''' can be used at the [[dyer's shop]] to change the [[Color#Color_tokens|color]] of clothing materials.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Dyes can be produced by milling a number of [[crop|plants]] at a [[millstone]] or [[quern]], as well as from other sources at a [[dyer's shop]]. Usually, all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye, however, is only useful if you have a somewhat-skilled [[dyer]], otherwise, little value is added and the work wasted. It is better to buy or grow the 'source' plants if available, and mill them yourself. Of course, the nice colors are a value in themselves, if you don't stuff it all in bins.&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven [[cloth]], raw [[thread]], or [[leather]]{{v|52.03}}. Dyed items have their [[value]] increased by the value of the dye (see table above), multiplied by the [[quality]] with which the dye was applied. There is not known to be any difference in the end product based on when the dye was applied during the production process. Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
Dyes can be mixed to create additional colors. The desired color can be chosen at the [[dyer's shop]] with the &amp;quot;dye cloth ([[color]])&amp;quot; job, blending dyes with each other, or the material's natural color, to produce the chosen color.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
On the [[stocks]] screen, dyes are listed under [[powder]]. Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. [[Barrel]]s that contain only powders are called 'Mill barrel'. Each barrel can contain up to 60 dye [[Bag|bags]], each bag containing one stack of dye items.&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
Bag contents are not recognized in the [[Manager#Work orders|manager's work order conditions]].&lt;br /&gt;
As such, item type (powder) and material (e.g. 'Dimple dye', 'Redroot dye', 'potato skin dye', etc) will not work (despite being the recommended condition on create dye jobs).&lt;br /&gt;
As a workaround, reference all items/materials and use adjectives.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Count all stacks of dye: Item type 'items', material type 'no material', adjective 'dye item' &lt;br /&gt;
* Count all stacks of midnight blue (dimple cup) dye: Item type 'itemsi, material type 'no material', adjective 'dye item', adjective 'Color midnight blue'&lt;br /&gt;
&lt;br /&gt;
==List of dyes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
!Crop type&lt;br /&gt;
!Production&lt;br /&gt;
&amp;lt;!--plant_standard, milled--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple dye&lt;br /&gt;
|Midnight blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Underground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
&amp;lt;!--plant_crops--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]]&lt;br /&gt;
|Sorghum leaf dye&lt;br /&gt;
|Rust&lt;br /&gt;
| bgcolor=&amp;quot;#B7410E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]]&lt;br /&gt;
|Rice husk dye&lt;br /&gt;
|Buff&lt;br /&gt;
| bgcolor=&amp;quot;#F0DC82&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]]&lt;br /&gt;
|Red spinach leaf dye&lt;br /&gt;
|Fuchsia&lt;br /&gt;
| bgcolor=&amp;quot;#F400A1&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
&amp;lt;!--plant_garden--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]]&lt;br /&gt;
|Cabbage leaf dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot]]&lt;br /&gt;
|Carrot dye&lt;br /&gt;
|Pale brown&lt;br /&gt;
| bgcolor=&amp;quot;#987654&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]]&lt;br /&gt;
|Eggplant dye&lt;br /&gt;
|Lilac&lt;br /&gt;
| bgcolor=&amp;quot;#C8A2C8&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]]&lt;br /&gt;
|Onion skin dye&lt;br /&gt;
|Orange&lt;br /&gt;
| bgcolor=&amp;quot;#FFA500&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Bulb&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut]]&lt;br /&gt;
|Peanut shell dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Pod&lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]]&lt;br /&gt;
|Potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]]&lt;br /&gt;
|Radish dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]]&lt;br /&gt;
|Rhubarb leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]]&lt;br /&gt;
|Spinach leaf dye&lt;br /&gt;
|Leaf green&lt;br /&gt;
| bgcolor=&amp;quot;#19b211&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]]&lt;br /&gt;
|Sweet potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]]&lt;br /&gt;
|Tomato skin dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]]&lt;br /&gt;
|Turnip skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]]&lt;br /&gt;
|Watermelon dye&lt;br /&gt;
|Orchid pink&lt;br /&gt;
| bgcolor=&amp;quot;#e55bc3&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]]&lt;br /&gt;
|Grape dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]]&lt;br /&gt;
|Cranberry dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#FF0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]]&lt;br /&gt;
|Bilberry dye&lt;br /&gt;
|Violet&lt;br /&gt;
| bgcolor=&amp;quot;#8B00FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]]&lt;br /&gt;
|Blueberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]]&lt;br /&gt;
|Blackberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]]&lt;br /&gt;
|Raspberry dye&lt;br /&gt;
|Raspberry pink&lt;br /&gt;
| bgcolor=&amp;quot;#ff1980&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]]&lt;br /&gt;
|Pineapple leaf dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
&amp;lt;!--plant_standard, tree--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Mangrove]]&lt;br /&gt;
|Mangrove bark dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Mangrove leaf dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine]]&lt;br /&gt;
|Pine bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]&lt;br /&gt;
|Oak bark dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahogany]]&lt;br /&gt;
|Mahogany bark dye&lt;br /&gt;
|Mahogany&lt;br /&gt;
| bgcolor=&amp;quot;#C04000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]]&lt;br /&gt;
|Acacia bark dye&lt;br /&gt;
|Chocolate&lt;br /&gt;
| bgcolor=&amp;quot;#DC691E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple]]&lt;br /&gt;
|Maple bark dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Willow]]&lt;br /&gt;
|Willow bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Willow leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Larch]]&lt;br /&gt;
|Larch bark dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Chestnut]]&lt;br /&gt;
|Chestnut bark dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut leaf dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut hull dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nuts&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Alder]]&lt;br /&gt;
|Alder bark dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Alder cone dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Cones&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch]]&lt;br /&gt;
|Birch bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Ash]]&lt;br /&gt;
|Ash bark dye&lt;br /&gt;
|Goldenrod&lt;br /&gt;
| bgcolor=&amp;quot;#DAA520&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
&amp;lt;!--plant_new_trees--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Banana]]&lt;br /&gt;
|Banana leaf dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Banana peel dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]]&lt;br /&gt;
|Coffee bean dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Guava]]&lt;br /&gt;
|Guava bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Guava leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]]&lt;br /&gt;
|Tea leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|Avocado skin dye&lt;br /&gt;
|Peach&lt;br /&gt;
| bgcolor=&amp;quot;#FFE5B4&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Olive]]&lt;br /&gt;
|Olive bark dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Olive leaf dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Pomegranate]]&lt;br /&gt;
|Pomegranate leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate rind dye&lt;br /&gt;
|Green-yellow&lt;br /&gt;
| bgcolor=&amp;quot;#ADFF2F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate bark dye&lt;br /&gt;
|Gray&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]&lt;br /&gt;
|Almond shell dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nut&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Apple]]&lt;br /&gt;
|Apple bark dye&lt;br /&gt;
|Rose&lt;br /&gt;
| bgcolor=&amp;quot;#F4C2C2&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Apple leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]]&lt;br /&gt;
|Apricot bark dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Bayberry]]&lt;br /&gt;
|Bayberry leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Bayberry dye&lt;br /&gt;
|Blue&lt;br /&gt;
| bgcolor=&amp;quot;#0000FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Cherry]]&lt;br /&gt;
|Cherry bark dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Cherry leaf dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]]&lt;br /&gt;
|Ginkgo leaf dye&lt;br /&gt;
|Lemon&lt;br /&gt;
| bgcolor=&amp;quot;#FDE910&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hazel]]&lt;br /&gt;
|Hazel bark dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Hazel leaf dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]]&lt;br /&gt;
|Peach bark dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Pear]]&lt;br /&gt;
|Pear bark dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Pear leaf dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]&lt;br /&gt;
|Persimmon dye&lt;br /&gt;
|Slate gray&lt;br /&gt;
| bgcolor=&amp;quot;#708090&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]]&lt;br /&gt;
|Plum bark dye&lt;br /&gt;
|Mauve taupe&lt;br /&gt;
| bgcolor=&amp;quot;#915F6D&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
A number of plants have comments in their [[raw file]]s suggesting they should produce dye, dating from before more dyes were added in [[Release information/52.03|52.03]]. [[Wild carrot]] and [[rhubarb]] produce dyes from different parts than their comment suggests: flowers and roots in the respective comments. [[Pendant amaranth]] flowers are noted to produce dye, but do not have any in-game dye materials.&lt;br /&gt;
&lt;br /&gt;
Sliver barbs are only found in [[Surroundings#Evil|evil]] areas, therefore, [[elf|elves]], [[dwarf|dwarves]], and [[human]]s won't bring sliver barbs to trade. To obtain it, you must embark in an evil area and pull it from the ground yourself.&lt;br /&gt;
&lt;br /&gt;
[[Hide root|Redroot dye]] is the only dye priced at 10[[Currency|☼]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In some dwarven civilizations, a common battle cry is ‘ESHON ALOD ATÍR!’, which [[Dwarven language|translates]] as ‘TODAY IS A GOOD DAY TO DYE!’ Dwarven historians have been unable to determine why this should be.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Decoration]]&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Dye]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Powder&amp;diff=310813</id>
		<title>Powder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Powder&amp;diff=310813"/>
		<updated>2025-09-21T13:18:32Z</updated>

		<summary type="html">&lt;p&gt;Solters: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{V50_item&lt;br /&gt;
|graphic=[[File:Powder sprite.png]]&lt;br /&gt;
|name=Powder&lt;br /&gt;
|tile=▓&lt;br /&gt;
|materials=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[:Category:Millable|Plants]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sand]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gypsum]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|workshops=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Quern]]/[[Millstone]]&lt;br /&gt;
* [[Zones#Sand collection|Sand zone]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Miller]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Hauling]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Cooking]] ([[flour]]/[[Dwarven sugar|sugar]])&lt;br /&gt;
* [[Dyer|Dyeing]] ([[dye]])&lt;br /&gt;
* [[Glass]] ([[sand]])&lt;br /&gt;
* [[Health care#Gypsum plaster|Orthopedic casts]] ([[Gypsum plaster|plaster]])&lt;br /&gt;
|value=1&lt;br /&gt;
|size=600&lt;br /&gt;
|dimension=150&lt;br /&gt;
}}&lt;br /&gt;
'''Powder''' is any fine-grained loose [[material]], including [[:Category:Millable|milled plants]], [[sand]], and [[plaster]]. To be useful, powder must be stored in a [[bag]]; powder that has been dumped from a bag is [[Contaminant|not recoverable]]. [[Caravan]]s will often have various powders available for trade, and further quantities can be requested from the [[outpost liaison]]. &lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], you can pick up pieces of any [[soil]], not just [[sand]], and store them as a powder.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Workshop&lt;br /&gt;
! Source&lt;br /&gt;
! Use / Industry&lt;br /&gt;
|--&lt;br /&gt;
|[[flour]] || [[Quern]] or [[millstone]] || a variety of [[crops]] || Food industry, used for [[Cook|cooking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarven_sugar|sugar]] || [[Quern]] or [[millstone]] || [[Sweet_pod|sweet pods]] || Food industry, used for [[Cook|cooking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[dye]] || [[Quern]], [[millstone]] or [[Dyer's shop]]|| Plants, Fruit &amp;amp; logs (see [[dye]] || [[Textile industry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[sand]] || [[Glass furnace]] || sand bearing tile designated as sand gathering [[Zone|activity zone]] || [[Glass industry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[plaster]] || [[Kiln]] ||&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: gypsum-based rocks include [[alabaster]], [[gypsum]], [[satinspar]], [[selenite]] || [[Healthcare]] casts to immobilize broken joints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Powder]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Powder&amp;diff=310812</id>
		<title>Powder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Powder&amp;diff=310812"/>
		<updated>2025-09-21T13:17:34Z</updated>

		<summary type="html">&lt;p&gt;Solters: clarified dye powder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{V50_item&lt;br /&gt;
|graphic=[[File:Powder sprite.png]]&lt;br /&gt;
|name=Powder&lt;br /&gt;
|tile=▓&lt;br /&gt;
|materials=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[:Category:Millable|Plants]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sand]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Gypsum]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|workshops=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Quern]]/[[Millstone]]&lt;br /&gt;
* [[Zones#Sand collection|Sand zone]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Miller]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Hauling]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Cooking]] ([[flour]]/[[Dwarven sugar|sugar]])&lt;br /&gt;
* [[Dyer|Dyeing]] ([[dye]])&lt;br /&gt;
* [[Glass]] ([[sand]])&lt;br /&gt;
* [[Health care#Gypsum plaster|Orthopedic casts]] ([[Gypsum plaster|plaster]])&lt;br /&gt;
|value=1&lt;br /&gt;
|size=600&lt;br /&gt;
|dimension=150&lt;br /&gt;
}}&lt;br /&gt;
'''Powder''' is any fine-grained loose [[material]], including [[:Category:Millable|milled plants]], [[sand]], and [[plaster]]. To be useful, powder must be stored in a [[bag]]; powder that has been dumped from a bag is [[Contaminant|not recoverable]]. [[Caravan]]s will often have various powders available for trade, and further quantities can be requested from the [[outpost liaison]]. &lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], you can pick up pieces of any [[soil]], not just [[sand]], and store them as a powder.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Workshop&lt;br /&gt;
! Source&lt;br /&gt;
! Use / Industry&lt;br /&gt;
|--&lt;br /&gt;
|[[flour]] || [[Quern]] or [[millstone]] || a variety of [[crops]] || Food industry, used for [[Cook|cooking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarven_sugar|sugar]] || [[Quern]] or [[millstone]] || [[Sweet_pod|sweet pods]] || Food industry, used for [[Cook|cooking]]&lt;br /&gt;
|-&lt;br /&gt;
|[[dye]] || [[Quern]], [[millstone]] or [[Dyer's Shop]]|| Plants, Fruit &amp;amp; logs (see [[dye]] || [[Textile industry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[sand]] || [[Glass furnace]] || sand bearing tile designated as sand gathering [[Zone|activity zone]] || [[Glass industry]]&lt;br /&gt;
|-&lt;br /&gt;
|[[plaster]] || [[Kiln]] ||&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: gypsum-based rocks include [[alabaster]], [[gypsum]], [[satinspar]], [[selenite]] || [[Healthcare]] casts to immobilize broken joints&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Powder]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=310146</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=310146"/>
		<updated>2025-07-03T13:47:45Z</updated>

		<summary type="html">&lt;p&gt;Solters: marked as outdated due to v50.12 update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Archer&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Using any ranged weapon in combat&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_archer.jpg|thumb|229px|right|A dwarf archer.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Artigas''&amp;lt;/small&amp;gt;]]'''Archery''' is the [[combat skill]] associated with all ranged combat, as well as the name given to using ranged weapons in general. Its exact function is unknown, except that it has been shown to decrease the probability of an enemy dodging a ranged attack. It serves as the ranged counterpart of the Fighter skill.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, archery encompasses the [[crossbow]], the [[bow]], the [[blowgun]] and anything a creature has [[Thrower|thrown]] at another. Out of these, the crossbow is the only one available to [[Dwarf|dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
In order to engage in archery, a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a target. For further information, see the [[archery target]] page.&lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance.{{verify}}&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Fortress mode will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k-|m|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers.  [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k-|m|f}}) for both military squads and hunters.  Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{k|s}}[[squad|quad]] menu by selecting the squad(s) you wish to have attack and then selecting the attac{{k|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{k|r}}ectangle, or selecting a number of targets through a {{k|l}}ist. Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
----&lt;br /&gt;
[[Crossbow]] – [[Ammunition|Ranged Ammunition]] – [[Equipment#Quivers|Quivers]] – [[Archery target|Archery Target]] –  [[Crossbowman]] –  [[Ambusher|Hunters]] – [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
----&lt;br /&gt;
Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill, a dwarf must fire at something; if it misses a target, it will gain the same amount of experience points just as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts, which provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They can fire through allies without hitting them, allowing them to support friendly warriors from behind. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows, or other ranged weapons, as melee weapons if they run out of ammunition, although regardless of having ammunition or not, they will prefer to run towards the enemy anyway. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* It can be tricky to get dwarves to pickup ammo. This seems to be related to how squad equipment recipes are created and assigned. The default marksdwarf recipe seems to work for most people. If you deleted it, try the following:&lt;br /&gt;
** create a new equipment recipe. Include leather armor, cap, mittens (not gloves), boots, etc. Assign the ranged weapon of your choice. Save the recipe.&lt;br /&gt;
** delete the current squad. Create a new squad and select the ranged equipment plan you created.&lt;br /&gt;
* if you assign the squad to train at a barracks they will do melee training using the ranged weapons as clubs. Instead, assign them to the barracks for everything except training and to an archery range for training&lt;br /&gt;
As of v50.12 the following bugs have been addressed:&lt;br /&gt;
* the current version removes the ability to assign ammo to squads - both ammo and quivers are automatically assigned to a dwarf with a ranged weapon assigned. You can tell that this has happened by checking the squad's/dwarf's equipment from the squad sidebar and seeing an ammo slot (to the left of backpack) and a quiver slot (to the left of the ammo).&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat. Fully enclose towers and battlements with a roof and ensure your archers cannot path to attempt melee combat, even through climbing.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=309586</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=309586"/>
		<updated>2025-05-31T15:01:23Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
[[File:v50_stockpile_gui_preview.png|right]]'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[Storage|container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. 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. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, 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''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Give and/or take from a stockpile/workshop ==&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from or to one stockpile and/or workshop to another. The button that controls that feature is [[File:v50_stockpile_workshop_button.png|23px]], which is on by default once a stockpile is created. When this button is activated, the stockpile will take designated items from anywhere, but if disabled, it will only give and take items from specified workshops and stockpiles. 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. The button next to the previously mentioned one is [[File:v50_stockpile_shopadd_button.png|23px]], which allows the player to select where a stockpile's items will be given to or taken from, which are chosen with [[File:v50_stockpile_take_button.png|23px]] and [[File:v50_stockpile_give_button.png|23px]]&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
When having a stockpile take items from a workshop, any items produced inside the workshop become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel/wheelbarrows ==&lt;br /&gt;
{{imagefix|[[File:v50_stockpile_barrel_button.png|left]]|5|0}}The ''max bin'', ''max barrel'' and ''max wheelbarrows'' settings control the number of barrels, bins and wheelbarrows that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&amp;lt;!-- == Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
Corpse stockpiles are meant to be used as ''morgues'', though the inclusion of invader corpses makes this slightly difficult.&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[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;
Fat and tallow go in the same list and are listed by animal. To separate out just the tallow, search for &amp;quot;tallow&amp;quot; and click all/none for the column. This button only applies to displayed items. Resetting the search will show that tallow has been allowed/forbidden, but fat settings are unaffected.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[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. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]] - a garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump''' ''refuse type'' will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
&lt;br /&gt;
The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
&lt;br /&gt;
===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate 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 carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) which appear as [[File:v50_stockpile_allowplants.png|20px]] or [[File:v50_stockpile_allowplants_off.png|20px]] and &amp;quot;Allow Non-Plant/Animal (non-organic goods) which appear as [[File:v50_stockpile_allowmetals.png|20px]] or [[File:v50_stockpile_allowmetals_off.png|20px]]. Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway unless you want to consolidate trade goods which are safe to [[trade]] to [[Elf|Elven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
In the '''Stockpile Settings''', 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. Any option can be selected in any category by simply clicking on it. Each column has an &amp;quot;All&amp;quot; or &amp;quot;None&amp;quot; button, which will enable or disable entire categories so that the player does not have to individually click each option to enable or disable an entire list.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories, as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist. All existing stockpiles (and zones) can be seen with {{Menu icon|P}} and viewing the &amp;quot;Zones&amp;quot; and &amp;quot;Stockpiles&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional 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 is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[Storage|container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mist&amp;diff=308953</id>
		<title>Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mist&amp;diff=308953"/>
		<updated>2025-04-06T23:20:01Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Stack generator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:mist_preview_anim.gif|right]]'''Mist''' is created by [[water]] [[Waterfall|falling]] from one [[Z-level]] to another, from [[Ocean#Ocean_waves|ocean waves]], items or creatures skipping across water or just standard splashing. The mist is generated on levels below the top level (from which the water drops), but spreads out similarly to [[miasma]] and, therefore, can appear even on the top level, and lingers and spreads for a short time after any water stops falling.&lt;br /&gt;
&lt;br /&gt;
Walking through mist generates a happy [[thought]] for most intelligent creatures, and can act to [[Cleaning|clean]] various contaminants off of dwarves. Even hostile creatures attempting to [[siege]] a [[fortress]] will get a pleasant feeling from mist.{{cite|1|https://www.reddit.com/r/dwarffortress/comments/10w2paj/just_learned_that_goblin_invaders_get_happy/}}&lt;br /&gt;
Mist is separate from [[magma mist]] and [[steam]].&lt;br /&gt;
&lt;br /&gt;
[[File:mist_preview.png|thumb|120px|right|Rampant [[screw pump]]s are a great mist source.]]&lt;br /&gt;
&lt;br /&gt;
==Generating Mist==&lt;br /&gt;
=== Constructed waterfall ===&lt;br /&gt;
The easiest method is simply to use a constant source of water ([[Screw pump|pumped]] or [[channel]]ed) and let it fall more than 1 z-level next to a path that dwarves use regularly. The actual tile (you only need one) that the water drops should not be part of the path, as dwarves will believe they are in 7/7 water and cancel jobs - a statue on that tile will prevent this nicely, or place the fall itself to the side of the path and make that a [[Traffic#Setting Traffic Areas|restricted traffic]] tile. &lt;br /&gt;
&lt;br /&gt;
[[Floor grate]]s or [[bars]] on every* tile adjacent to the water flow should be used as part of the drainage system (which should be larger than the intake system, just to be safe!), and to avoid [[mud]] on adjacent tiles.  Use a door, hatch, floodgate or bridge linked to a [[lever]] to turn off the flow if/when desired.&lt;br /&gt;
&lt;br /&gt;
: (* when designing this, remember that grates/bars [[Cave-in|do not support]] floor tiles!)&lt;br /&gt;
&lt;br /&gt;
The problem with this setup is that this amount of constantly falling/flowing water can have a negative impact on your fps rate.  Using a [[repeater]] to allow a non-constant flow, or linking the flow to a [[pressure plate]], where it will only fall when dwarves approach, will help this.&lt;br /&gt;
&lt;br /&gt;
=== Ring generator ===&lt;br /&gt;
[[File:Mist-ring-generator-z0.png|thumb|Mist ring generator  (z = 1)]]&lt;br /&gt;
[[File:Mist-ring-generator-z-1.png|thumb|Mist ring generator (z = 0)]]&lt;br /&gt;
&lt;br /&gt;
AncientEnemy [http://www.bay12forums.com/smf/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]]&lt;br /&gt;
&lt;br /&gt;
Simply put, screw pumps are daisy-chained (output to input) in a circle and then water is added to the system.  Water is typically added by designating one of the inputs to the pump as a [[Pond]] and having dwarves fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!&lt;br /&gt;
&lt;br /&gt;
Below is an example of a simple mist generator.  The Z=0 level can be anything, a booze stockpile, [[barracks]] or even your [[Dwarven_atom_smasher|atom smasher]]. The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pump Floor (z=1)&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒_[#2:0]÷[#2:1]÷[#]_▒&lt;br /&gt;
▒[#2:1]÷[#]..[#2:0]÷[#]▒ The water can go clockwise or counter clockwise.&lt;br /&gt;
▒[#2:0]÷[#]..[#2:1]÷[#]▒ Make sure your pumps are correctly aligned.&lt;br /&gt;
▒_[#2:1]÷[#2:0]÷[#]_▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is advisable to put statues under the holes in the bottom layer, so dwarves cannot go under the water, to displace the water, requiring a refill.&lt;br /&gt;
&lt;br /&gt;
Note that if you put grates on the z = 1 layer, the mist will not spread upward, if that is desired.&lt;br /&gt;
&lt;br /&gt;
=== Stack generator ===&lt;br /&gt;
&lt;br /&gt;
A two-pump-stack can be used to lift a single tile of water and drop it back into the reservoir, generating mist (and [[Cleaning#Dwarven_Shower|cleaning dwarves]], if desired).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 sideview &lt;br /&gt;
  &lt;br /&gt;
   [#2:0]%%[#]_&lt;br /&gt;
   [#6:0]%%[#]_&lt;br /&gt;
 ░░░░[#1:0]▄[#]░░░&lt;br /&gt;
 ░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The lower (brown) pump (pumping right to left) raises the water from the reservoir on the right to floor level on the left, then the upper (green) pump (pumping left to right) raises that water to the air +2 z-levels above the reservoir. The water then falls through the floor grates ( _ ) into the reservoir, and the cycle can be repeated. Pump build order is important; build the upper (green) pump first, then the lower (brown) pump, to ensure the water is raised in a single tick. Since the water never sits at floor level, no containment walls are necessary (though mud will be created in the tile left of the brown pump). You can toggle power to the pumps as often as desired to provide happy thoughts without constant lag. If used for dwarf-cleaning, a water level of 2/7 or 3/7 will avoid job cancellations.&lt;br /&gt;
&lt;br /&gt;
=== Light aquifer ===&lt;br /&gt;
If your embark location has a light aquifer, it is possible to build an unpowered mist generator-plus-bathing unit combination. You need two floors under the aquifer - lowest floor is for dwarves, second floor is for water to fall a z-level to create mist and to control the amount of water flow. It is also possible to dig out more of the aquifer to increase water flow if needed. You can use this water elsewhere or let it evaporate.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== General comments ==&lt;br /&gt;
&amp;lt;!-- The extra spaces are for ease of editing only, and do not change the appearance of the page layout.--&amp;gt;&lt;br /&gt;
* Evaporation is nonexistent as long as the pumps are working and the water is moving, even above ground.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
* Job cancellation spam is possible if the water is filled to 4/7 or greater and a dwarf walks where the water falls. Even then, this can be greatly reduced by setting them as [[traffic#Setting Traffic Areas|restricted traffic]] areas, or completely prevented by blocking access to these tiles without blocking the water, such as by placing a [[statue]] underneath.&lt;br /&gt;
&lt;br /&gt;
* Mud will form wherever the water falls. Subterranean [[tree]]s can sprout up and clog the system. Solutions to this problem include: [[statue]]s, [[road|paved roads]], constructed floors or [[fortification]]s, or to simply channel out the space once the mist generator is running.&lt;br /&gt;
&lt;br /&gt;
* These systems work best with a single tile of water (7/7, at most) due to the way water descends z-levels. Any additional water will overflow into nearby tiles.&lt;br /&gt;
&lt;br /&gt;
* Automated mist generators may significantly lower your [[Frames per second|FPS]], particularly if multiple generators are used.{{Verify}} This might be remedied by triggering via a [[repeater]] with a long delay or by one or more [[pressure plate]]s (perhaps set to activate by a passing dwarf).{{Verify}}&lt;br /&gt;
&lt;br /&gt;
[[File:mist_example.jpg|thumb|270px|center|If skin pores could orgasm.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sôd&lt;br /&gt;
| elvish  = enure&lt;br /&gt;
| goblin  = guslo&lt;br /&gt;
| human   = sitsu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[Ru:Mist]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=307946</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=307946"/>
		<updated>2025-02-28T18:39:40Z</updated>

		<summary type="html">&lt;p&gt;Solters: deleted addition that duplicates bug list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:work_orders_sprite_preview.png|right]]'''Work orders''' are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency===&lt;br /&gt;
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are (and are [[#Bugs/Finicky UI|buggy/finicky]]). Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]-bearing items || [[Native aluminum|Native Aluminum]] || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammunition|Ammo]] items || [[Arrow]]s, [[Bolt]]s || For checking if you have some Ammo available. Useful in bolts automation.&lt;br /&gt;
|- &lt;br /&gt;
| [[Bag]]-processable items || [[Quarry Bush]] || For the &amp;quot;Process plant to bag&amp;quot; order ([[Farmer's workshop]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]]-bearing items|| [[Bismuthinite]] || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] items || [[Yak]] Bone, [[Elf]] Bone, [[Horse]] Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| [[Clay]] items || [[Fire clay|Fire Clay]] stone, [[Clay loam|Clay Loam]] Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Collected items || Cave Spider Silk Thread || Used for checking if you have silk thread for making cloth, not uncollected webs&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]]able items || Turkey [[Egg]], Pig [[Meat]], [[Plump helmet|Plump Helmet]] || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]]-bearing items || [[Tetrahedrite]], [[Malachite]] || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
| [[Dye]] Items || [[Dimple cup|Dimple Cup]] Dye, [[Hide root|Hide Root]] Dye || Used for checking for dye for dye jobs, can be used to set a condition on '[[Miller|mill plants]]' jobs&lt;br /&gt;
|-&lt;br /&gt;
| Dyable items || [[Pig Tail]] Cloth, [[Cave spider|Cave Spider]] Silk [[Thread]] || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
| Dyed items || Pig Tail [[Cloth]], Cave Spider [[Silk]] Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
| Empty items || Leather [[Bag]], Large Green Glass [[Pot]] || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
| [[Fat]] items || [[Pig]] Fat, [[Yak]] Fat, [[Crundle]] Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
| [[Flux]] items || [[Chalk]] Stone, [[Limestone]] Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
| Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] items || Green Glass [[Goblet]], Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
| Glazable items || [[Stoneware]] Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
| [[Glaze]] items || [[Ash]] Bar, [[Cassiterite]] || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]-bearing items || [[Gold Nuggets]] || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
| [[Hair]]/[[wool]] items || Yak [[Thread]], Horse Thread || Not the same as Yarn items. Can be used for suturing, but not necessarily turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]] items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]]-bearing items || [[Hematite]], [[Magnetite]] || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]/tooth items || [[Elephant]] Ivory, [[Lion]] Tooth || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead]] bearing items || [[Galena]] || Same as using 'Galena' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Lye]]-bearing items || Ash Bar || Same as using 'Ash' material&lt;br /&gt;
|-&lt;br /&gt;
| Lye/milk-free items || Willow [[Bucket]] || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Melt item|Melt-designated items]] || [[Steel]] Anvil || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]] items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || [[Purring maggots|Purring Maggots]] || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || [[Hide root|Hide Root]], [[Cave Wheat]] || For milling at a [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel]]-bearing items || [[Garnierite]] || Same as using 'Garnierite' material&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry [[Glob]], [[Rock Nut]] Paste || Used in various [[screw press]] jobs, for checking if items are available for pressing&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil|Oil-bearing]] items || [[Rock Nut]] Paste, [[Olive]] || Used in Press Liquid from Paste(/Fruit) jobs, for limiting overall oil production. (Use with 'Non-pressed' to rule out unmilled seeds)&lt;br /&gt;
|-&lt;br /&gt;
| Paper-[[slurry]] || Pig Tail Paper Slurry Glob || Used in Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| [[Paper]]-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant]] items || [[Hemp]], [[Hide root|Hide Root]], [[Sweet Pod]], [[Pig Tail]] Cloth || Useful for [[cloth]] orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || Sweet Pod || Used for the Process Plants (Barrel) order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || Valley Herb || Used for the Process Plants (Vial) order&lt;br /&gt;
|-&lt;br /&gt;
| [[Render fat|Renderable]] items || Pig Fat || Same as 'Fat items'&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]]-bearing items || [[Red sand|Red Sand]] Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] items || [[Pond turtle|Pond Turtle]] Shell || Used for checking items required to make shell crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Silk]] items || [[Cave spider|Cave Spider]] Silk Cloth || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]-bearing items || [[Galena]], [[Tetrahedrite]], [[Horn Silver]], [[Native silver|Native Silver]] || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| [[Soap]] items || Rock Nut Soap || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| [[Tallow]] items || [[Crundle]] Tallow || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]]-bearing items || [[Cassiterite]] || Same as using 'Cassiterite' material&lt;br /&gt;
|-&lt;br /&gt;
| Undisturbed items || Cave Spider Silk [[Web]] || Used for Collect Webs orders&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without [[Gem setting|encrusting]] || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Unused items || Pig Tail [[Cloth]], Sheep Wool [[Thread]] || Useful for weaving and clothing jobs, rule out items partially consumed by [[hospital]]s&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on [[Quire]] || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| [[Yarn]] items || Alpaca [[Wool]] Bag, Sheep Wool Thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'less than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
====Missing adjectives====&lt;br /&gt;
* [[Size]]: There is no adjective for which creature type wearable items are sized for.&lt;br /&gt;
* [[Wear]]: There is no adjective for wear level of items.&lt;br /&gt;
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=307944</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=307944"/>
		<updated>2025-02-28T18:19:14Z</updated>

		<summary type="html">&lt;p&gt;Solters: documented variable adjective availability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:work_orders_sprite_preview.png|right]]'''Work orders''' are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menu button (the clipboard icon in the bottom left). Keyboard shortcut : {{Menu icon|o}}&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency===&lt;br /&gt;
This determines whether and how often the work order will repeat. If no conditions have been selected, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]-bearing items || [[Native aluminum|Native Aluminum]] || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Ammunition|Ammo]] items || [[Arrow]]s, [[Bolt]]s || For checking if you have some Ammo available. Useful in bolts automation.&lt;br /&gt;
|- &lt;br /&gt;
| [[Bag]]-processable items || [[Quarry Bush]] || For the &amp;quot;Process plant to bag&amp;quot; order ([[Farmer's workshop]])&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]]-bearing items|| [[Bismuthinite]] || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] items || [[Yak]] Bone, [[Elf]] Bone, [[Horse]] Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| [[Clay]] items || [[Fire clay|Fire Clay]] stone, [[Clay loam|Clay Loam]] Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Collected items || Cave Spider Silk Thread || Used for checking if you have silk thread for making cloth, not uncollected webs&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]]able items || Turkey [[Egg]], Pig [[Meat]], [[Plump helmet|Plump Helmet]] || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]]-bearing items || [[Tetrahedrite]], [[Malachite]] || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
| [[Dye]] Items || [[Dimple cup|Dimple Cup]] Dye, [[Hide root|Hide Root]] Dye || Used for checking for dye for dye jobs, can be used to set a condition on '[[Miller|mill plants]]' jobs&lt;br /&gt;
|-&lt;br /&gt;
| Dyable items || [[Pig Tail]] Cloth, [[Cave spider|Cave Spider]] Silk [[Thread]] || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
| Dyed items || Pig Tail [[Cloth]], Cave Spider [[Silk]] Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
| Empty items || Leather [[Bag]], Large Green Glass [[Pot]] || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
| [[Fat]] items || [[Pig]] Fat, [[Yak]] Fat, [[Crundle]] Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
| [[Flux]] items || [[Chalk]] Stone, [[Limestone]] Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
| Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] items || Green Glass [[Goblet]], Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
| Glazable items || [[Stoneware]] Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
| [[Glaze]] items || [[Ash]] Bar, [[Cassiterite]] || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]]-bearing items || [[Gold Nuggets]] || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
| [[Hair]]/[[wool]] items || Yak [[Thread]], Horse Thread || Not the same as Yarn items. Can be used for suturing, but not necessarily turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]] items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]]-bearing items || [[Hematite]], [[Magnetite]] || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]/tooth items || [[Elephant]] Ivory, [[Lion]] Tooth || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
| [[Lead]] bearing items || [[Galena]] || Same as using 'Galena' material&lt;br /&gt;
|-&lt;br /&gt;
| [[Lye]]-bearing items || Ash Bar || Same as using 'Ash' material&lt;br /&gt;
|-&lt;br /&gt;
| Lye/milk-free items || Willow [[Bucket]] || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Melt item|Melt-designated items]] || [[Steel]] Anvil || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
| [[Milk]] items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || [[Purring maggots|Purring Maggots]] || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || [[Hide root|Hide Root]], [[Cave Wheat]] || For milling at a [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel]]-bearing items || [[Garnierite]] || Same as using 'Garnierite' material&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry [[Glob]], [[Rock Nut]] Paste || Used in various [[screw press]] jobs, for checking if items are available for pressing&lt;br /&gt;
|-&lt;br /&gt;
| [[Oil|Oil-bearing]] items || [[Rock Nut]] Paste, [[Olive]] || Used in Press Liquid from Paste(/Fruit) jobs, for limiting overall oil production. (Use with 'Non-pressed' to rule out unmilled seeds)&lt;br /&gt;
|-&lt;br /&gt;
| Paper-[[slurry]] || Pig Tail Paper Slurry Glob || Used in Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| [[Paper]]-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| [[Plant]] items || [[Hemp]], [[Hide root|Hide Root]], [[Sweet Pod]], [[Pig Tail]] Cloth || Useful for [[cloth]] orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || Sweet Pod || Used for the Process Plants (Barrel) order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || Valley Herb || Used for the Process Plants (Vial) order&lt;br /&gt;
|-&lt;br /&gt;
| [[Render fat|Renderable]] items || Pig Fat || Same as 'Fat items'&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand]]-bearing items || [[Red sand|Red Sand]] Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] items || [[Pond turtle|Pond Turtle]] Shell || Used for checking items required to make shell crafts&lt;br /&gt;
|-&lt;br /&gt;
| [[Silk]] items || [[Cave spider|Cave Spider]] Silk Cloth || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]]-bearing items || [[Galena]], [[Tetrahedrite]], [[Horn Silver]], [[Native silver|Native Silver]] || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| [[Soap]] items || Rock Nut Soap || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| [[Tallow]] items || [[Crundle]] Tallow || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]]-bearing items || [[Cassiterite]] || Same as using 'Cassiterite' material&lt;br /&gt;
|-&lt;br /&gt;
| Undisturbed items || Cave Spider Silk [[Web]] || Used for Collect Webs orders&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without [[Gem setting|encrusting]] || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Unused items || Pig Tail [[Cloth]], Sheep Wool [[Thread]] || Useful for weaving and clothing jobs, rule out items partially consumed by [[hospital]]s&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on [[Quire]] || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| [[Yarn]] items || Alpaca [[Wool]] Bag, Sheep Wool Thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the list of adjectives available is dependent on the job. For example, the &amp;quot;Make Parchment&amp;quot; work order supports (and recommends) a condition &amp;quot;milk of lime-containing items&amp;quot; (type=item,  no material, adjective &amp;quot;milk of lime-containing items&amp;quot;). But that adjective is not available for other jobs.&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'less than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
====Missing adjectives====&lt;br /&gt;
* [[Size]]: There is no adjective for which creature type wearable items are sized for.&lt;br /&gt;
* [[Wear]]: There is no adjective for wear level of items.&lt;br /&gt;
* Some adjectives can only be used on certain orders. {{bug|10372}} {{bug|12622}}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=297449</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=297449"/>
		<updated>2024-02-04T22:17:31Z</updated>

		<summary type="html">&lt;p&gt;Solters: Updated the description of the burrow interface and behavior for v50.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.&lt;br /&gt;
&lt;br /&gt;
== Burrows Menu ==&lt;br /&gt;
&lt;br /&gt;
Open the burrows menu with {{Menu icon|U}}.&lt;br /&gt;
This will open the burrows menu:&lt;br /&gt;
&lt;br /&gt;
[[File:Burrows Menu.png]]&lt;br /&gt;
&lt;br /&gt;
Clicking the &amp;quot;Add new burrow&amp;quot; button prompts you to paint what the burrow encompasses,&lt;br /&gt;
then provides a menu for specifying the burrow's symbol and colors.&lt;br /&gt;
&lt;br /&gt;
In the burrows menu each burrow provides the following information on 2 rows&lt;br /&gt;
* First Row&lt;br /&gt;
** Icon of Burrow (click on the icon to change)&lt;br /&gt;
** Name of Burrow&lt;br /&gt;
** [[File:recenter_button.png]]: recenter the map on the burrow&lt;br /&gt;
** [[File:UI_Paint_Button.png]]: repaint the burrow&lt;br /&gt;
** [[File:UI_Delete_Area.png]]: delete the burrow&lt;br /&gt;
* Second Row&lt;br /&gt;
** Number of assigned citizens&lt;br /&gt;
** [[File:UI_add_worker.png]]: manage who is assigned to this burrow&lt;br /&gt;
** [[File:Burrow_workshop_accept_outside_resources.png]]/[[File:Burrow_workshop_refuse_outside_resources.png]]: whether workshops in the burrow will/won't source materials from outside the burrow&lt;br /&gt;
** [[File:Burrow_active.png]]/[[File:Burrow_suspended.png]]: whether the burrow is active/suspended&lt;br /&gt;
&lt;br /&gt;
A burrow does not need to be contiguous and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols for the burrow's icon to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
===Assigning Citizens===&lt;br /&gt;
Citizens can be assigned to 0, 1, or multiple burrows.&lt;br /&gt;
The burrow assignment menu appears as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Burrow_assignment_menu.png]]&lt;br /&gt;
&lt;br /&gt;
On the top you can quickly assign all civilians (those not in a military squad) to the burrow, remove all civilians from the burrow (by selecting none), and similarly for soldiers.&lt;br /&gt;
&lt;br /&gt;
Citizens assigned to 1 or more active (i.e. non-suspended) burrows will only accept jobs from within their assigned burrows.&lt;br /&gt;
Furthermore, they will _not_ venture outside of their assigned burrows to collect resources for a job, no matter what the setting is for workshops sourcing materials outside the burrow.&lt;br /&gt;
Note that active military orders (kill/train/etc) override burrow assignments (for example, soldiers will perform training in their barracks if ordered/scheduled to do so, regardless of whether they are assigned to burrows that encompass the barracks).&lt;br /&gt;
See [[#Limiting civilian citizen jobs]] for caveats and problems that this can cause.&lt;br /&gt;
&lt;br /&gt;
This can lead to some non-intuitive behavior, and a lot of job cancellation spam. An example of such odd behavior is that when a citizen us assigned to 2 burrows (with material sourcing from anywhere), they will bring materials from 1 burrow to the other burrow to perform a job, but will not haul items from one burrow to stockpiles in the other.&lt;br /&gt;
&lt;br /&gt;
Citizens not assigned to any active burrows will completely ignore burrow designations.&lt;br /&gt;
i.e. They may perform jobs within a burrow, haul items into/out of a burrow, etc.&lt;br /&gt;
&lt;br /&gt;
===Suspending Burrows===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Assigned citizens will not respect burrow restrictions&amp;quot;. i.e. when suspended the game behaves as if you have deleted the burrow.&lt;br /&gt;
It can be useful to define a &amp;quot;safe&amp;quot; burrow with food and drinks, locked away from the outside world. Assign all of your civilians, and only activate it when a goblin siege or other threatening force shows up.&lt;br /&gt;
&lt;br /&gt;
===Workshops Material Sourcing===&lt;br /&gt;
&lt;br /&gt;
When a burrow does not allow sourcing materials from outside the burrow ([[File:Burrow_workshop_refuse_outside_resources.png]]), jobs for workshops inside the burrow will not allow for the material to be brought in from outside of the burrow.&lt;br /&gt;
Otherwise, materials _can_ be retrieved from outside the burrow.&lt;br /&gt;
This can be used as an alternative to (or in combination with) linked stockpiles. See [[#Limit workshops to burrow]].&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
=== Limiting civilian citizen jobs ===&lt;br /&gt;
&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens &amp;amp; resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.&lt;br /&gt;
&lt;br /&gt;
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that &amp;quot;job&amp;quot; here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
&lt;br /&gt;
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.&lt;br /&gt;
&lt;br /&gt;
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, the dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. &lt;br /&gt;
&lt;br /&gt;
As such, a dwarf's burrow should include: &lt;br /&gt;
&lt;br /&gt;
* All places they work at, sleep, eat, drink. &lt;br /&gt;
* All tools, raw materials, fuel and items they need for above.&lt;br /&gt;
* All stockpiles they store items in. &lt;br /&gt;
* All stockpiles they take items from.&lt;br /&gt;
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. &lt;br /&gt;
&lt;br /&gt;
Take care to avoid dwarves having labors that result in them taking jobs that demand items outside the burrow:&lt;br /&gt;
&lt;br /&gt;
* Food hauling and food stockpile that takes from anywhere. &lt;br /&gt;
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.&lt;br /&gt;
* Seek Infant and a baby dropped outside the burrow.&lt;br /&gt;
&lt;br /&gt;
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside the burrow to in. Otherwise, dwarves not assigned to the burrow can still do jobs in its area, including moving food inside.&lt;br /&gt;
&lt;br /&gt;
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.&lt;br /&gt;
&lt;br /&gt;
† However, active military dwarves are unaffected and can even perform those same drills.&lt;br /&gt;
&lt;br /&gt;
=== Limit workshops to burrow ===&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. &lt;br /&gt;
&lt;br /&gt;
This setting behaves as if workshop or furnace or trap is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. &lt;br /&gt;
&lt;br /&gt;
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.&lt;br /&gt;
&lt;br /&gt;
There are some notable differences from using links, however: &lt;br /&gt;
&lt;br /&gt;
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.&lt;br /&gt;
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.&lt;br /&gt;
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.&lt;br /&gt;
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...&lt;br /&gt;
&lt;br /&gt;
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
In previous versions, civilian alerts could be used to force all civilians and animals to remain inside a burrow, ignoring their individual assignments for the time being.&lt;br /&gt;
In the current version {{version|50.07}}, this feature is [[Missing features|missing]] due to {{F|169696/8442542|UI and time constraints}}. The ability to assign all civilians to a burrow replicates some of its functionality.&lt;br /&gt;
&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to. Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles. This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
===Causing and Managing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.&lt;br /&gt;
&lt;br /&gt;
Ironically, some dwarves going insane can be easily managed with a burrow. Despite their wild and irreversible mental state, dwarves can comply with the limited area of the burrow. This can be extremely useful for keeping insane and potentially harmful dwarves away from the general population, as well as keeping others from seeing the corpse of the insane person when they inevitably die.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems.&lt;br /&gt;
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Burrow]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_assignment_menu.png&amp;diff=297430</id>
		<title>File:Burrow assignment menu.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_assignment_menu.png&amp;diff=297430"/>
		<updated>2024-02-04T21:54:24Z</updated>

		<summary type="html">&lt;p&gt;Solters: The menu used to assign citizens to burrows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The menu used to assign citizens to burrows.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_active.png&amp;diff=297425</id>
		<title>File:Burrow active.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_active.png&amp;diff=297425"/>
		<updated>2024-02-04T21:35:50Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating the burrow is active.&lt;br /&gt;
[[Category:Interface images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_active.png&amp;diff=297424</id>
		<title>File:Burrow active.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_active.png&amp;diff=297424"/>
		<updated>2024-02-04T21:35:35Z</updated>

		<summary type="html">&lt;p&gt;Solters: Icon indicating the burrow is active.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating the burrow is active.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_suspended.png&amp;diff=297423</id>
		<title>File:Burrow suspended.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_suspended.png&amp;diff=297423"/>
		<updated>2024-02-04T21:34:53Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating the burrow is currently suspended.&lt;br /&gt;
[[Category:Interface images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_suspended.png&amp;diff=297422</id>
		<title>File:Burrow suspended.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_suspended.png&amp;diff=297422"/>
		<updated>2024-02-04T21:34:39Z</updated>

		<summary type="html">&lt;p&gt;Solters: Icon indicating the burrow is currently suspended.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating the burrow is currently suspended.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_refuse_outside_resources.png&amp;diff=297421</id>
		<title>File:Burrow workshop refuse outside resources.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_refuse_outside_resources.png&amp;diff=297421"/>
		<updated>2024-02-04T21:30:55Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating a burrow will not accept resources from outside the burrow.&lt;br /&gt;
[[Category:Interface images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_refuse_outside_resources.png&amp;diff=297418</id>
		<title>File:Burrow workshop refuse outside resources.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_refuse_outside_resources.png&amp;diff=297418"/>
		<updated>2024-02-04T21:30:28Z</updated>

		<summary type="html">&lt;p&gt;Solters: Icon indicating a burrow will not accept resources from outside the burrow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating a burrow will not accept resources from outside the burrow.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_accept_outside_resources.png&amp;diff=297417</id>
		<title>File:Burrow workshop accept outside resources.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_accept_outside_resources.png&amp;diff=297417"/>
		<updated>2024-02-04T21:29:17Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating a burrow can accept resources from outside the burrow.&lt;br /&gt;
[[Category:Interface images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_accept_outside_resources.png&amp;diff=297416</id>
		<title>File:Burrow workshop accept outside resources.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrow_workshop_accept_outside_resources.png&amp;diff=297416"/>
		<updated>2024-02-04T21:28:46Z</updated>

		<summary type="html">&lt;p&gt;Solters: Icon indicating a burrow can accept resources from outside the burrow.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Icon indicating a burrow can accept resources from outside the burrow.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:UI_Delete_Area.png&amp;diff=297411</id>
		<title>File:UI Delete Area.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:UI_Delete_Area.png&amp;diff=297411"/>
		<updated>2024-02-04T21:22:59Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Button for deleting something defined by an area.&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:UI_Delete_Area.png&amp;diff=297410</id>
		<title>File:UI Delete Area.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:UI_Delete_Area.png&amp;diff=297410"/>
		<updated>2024-02-04T21:22:36Z</updated>

		<summary type="html">&lt;p&gt;Solters: Button for deleting something defined by an area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Button for deleting something defined by an area.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:UI_Paint_Button.png&amp;diff=297409</id>
		<title>File:UI Paint Button.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:UI_Paint_Button.png&amp;diff=297409"/>
		<updated>2024-02-04T21:20:37Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Button for repainting area.&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:UI_Paint_Button.png&amp;diff=297408</id>
		<title>File:UI Paint Button.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:UI_Paint_Button.png&amp;diff=297408"/>
		<updated>2024-02-04T21:17:41Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Interface_images]]&lt;br /&gt;
Button for repainting area.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:UI_Paint_Button.png&amp;diff=297407</id>
		<title>File:UI Paint Button.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:UI_Paint_Button.png&amp;diff=297407"/>
		<updated>2024-02-04T21:17:16Z</updated>

		<summary type="html">&lt;p&gt;Solters: Button for repainting area.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Button for repainting area.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrows_Menu.png&amp;diff=297402</id>
		<title>File:Burrows Menu.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrows_Menu.png&amp;diff=297402"/>
		<updated>2024-02-04T21:06:50Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Screenshot of the burrows menu.&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Burrows_menu_icon.png&amp;diff=297398</id>
		<title>File:Burrows menu icon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Burrows_menu_icon.png&amp;diff=297398"/>
		<updated>2024-02-04T20:57:29Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon to access the burrows menu&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legends&amp;diff=297219</id>
		<title>Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legends&amp;diff=297219"/>
		<updated>2024-02-02T21:07:43Z</updated>

		<summary type="html">&lt;p&gt;Solters: Updated tools utilities section based on v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Vanitas still life.jpg|thumb|250px|right|Only two things are certain in ''Dwarf Fortress'': [[Fun]], and the legends you leave behind.]]&lt;br /&gt;
&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already-generated [[World generation|world]]. In Legends mode, players can view maps, histories of each civilization and any figure who has lived or died in the generated world. Any noticeable achievement made by the player in [[Dwarf fortress mode|Fortress]] or [[Adventurer mode|Adventurer]] mode is recorded and is viewable in Legends mode. You may explore Legends mode after you generate a new world. &lt;br /&gt;
&lt;br /&gt;
Many players choose to generate a world where the option '[[Advanced_world_generation#Reveal_All_Historical_Events|Reveal All Historical Events]]' is set to YES (the default) - however, if you set the option to NO, then the vast majority of the world history will be hidden in Legends mode until uncovered by brave adventurers. Even when set to YES, some things may not be revealed; all ''events'' will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may ''not'' be, possibly because they are not known to any civilization.&lt;br /&gt;
&lt;br /&gt;
Ways for an adventurer to uncover events and other things include:&lt;br /&gt;
* talking to people in civilized sites and asking them various questions&lt;br /&gt;
* viewing items with images, like [[coin]]s, [[armor]], [[engraving]]s, [[statue]]s, etc&lt;br /&gt;
* finding artifacts and [[book]]s and other written works&lt;br /&gt;
* possibly reading written works{{verify}} or by listening to stories and songs{{verify}} &lt;br /&gt;
&lt;br /&gt;
You don't ''have'' to have had an adventurer or fortress game active in order to use Legends mode - some players simply enjoy it to read about the last time their favorite kingdom went to war, or learn about the dwarven civilizations before choosing to embark, etc. In fact, Legends Mode cannot be entered if there is an active adventurer or fortress in the world. However, a copy of such a world can be made, loaded in the game and the current mode retired or abandoned, then opened in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Accessing Legends Mode ==&lt;br /&gt;
When you choose &amp;quot;Start Playing&amp;quot; in a world that doesn't have a current active game, the options include Legends mode. By accessing Legends mode, you are deciding to reveal all the knowledge of the world that would otherwise be discoverable only in pieces, through Fortress or Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
:Note: If you are already playing a fortress on the save you want to use, you can save to a new timeline after choosing to retire or abandon, both leaving the active fortress and allowing access to Legends mode in the new timeline.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
Upon entering legends mode, the player is presented with a list of categories. &lt;br /&gt;
To the right of each category is the number of entries for that category. &lt;br /&gt;
[[File:Legends menu v50.png|thumb|Legends Mode landing page]]&lt;br /&gt;
&lt;br /&gt;
Clicking into a category opens a tab for that category, with a list of entries for that category.&lt;br /&gt;
The entries will be displayed with a name on the left, and (usually) a pertinent piece of information on the right.&lt;br /&gt;
[[File:Legends artifacts list.png|thumb|Example of Artifacts entries]]&lt;br /&gt;
&lt;br /&gt;
Clicking into a specific entry opens the entry's legend page, consisting of a &lt;br /&gt;
* Title (dwarven name, english translation, what it is)&lt;br /&gt;
* Description&lt;br /&gt;
* Events&lt;br /&gt;
* Notable Stats (kills,  relatives, etc)&lt;br /&gt;
** Some entry types don't have any stats, such as sites&lt;br /&gt;
[[File:Legends artifact entry rulnimak.png|thumb|Legends mode entry for the artifact Rulnimak]]&lt;br /&gt;
&lt;br /&gt;
On the entry's legend page, all highlighted phrases are hyperlinks to other entries (the color of the highlight indicates what category the entry is in).&lt;br /&gt;
Clicking on one of these will open a new tab for that entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Categories===&lt;br /&gt;
&lt;br /&gt;
The following table provides a brief description of the different categories&lt;br /&gt;
of entries accessible in legends mode.&lt;br /&gt;
The &amp;quot;List Detail&amp;quot; is the information that is visible to the right of the name&lt;br /&gt;
when viewing the category, and the &amp;quot;Stats&amp;quot; column describes what sort of information&lt;br /&gt;
is available beneath the event list when viewing the entry's legends page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Link Color !! List Detail !! Stats !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Historical Figures &lt;br /&gt;
   || Blue&lt;br /&gt;
   || Birth/Death year &lt;br /&gt;
   || Related Historical Figures, Related Entities, Kills &lt;br /&gt;
   || [[megabeast]]s, [[forgotten beast]]s, [[demon]]s, [[deity|gods]], [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s, and other named [[creature]]s&lt;br /&gt;
|-&lt;br /&gt;
| Sites &lt;br /&gt;
   || Orange &lt;br /&gt;
   || Site Type&lt;br /&gt;
   || &lt;br /&gt;
   || See [[Site]]&lt;br /&gt;
|-&lt;br /&gt;
| Artifacts&lt;br /&gt;
   || Yellow&lt;br /&gt;
   || [[Item]] material/type&lt;br /&gt;
   || Kills, Slayer (wielder during the kill)&lt;br /&gt;
   || See [[Legendary artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| Codices, scrolls, etc.&lt;br /&gt;
   || Pink&lt;br /&gt;
   || [[Item]] material/type&lt;br /&gt;
   || &lt;br /&gt;
   || Items with writing from around the world. Includes all sorts of [[books]], [[slabs]], etc&lt;br /&gt;
|-&lt;br /&gt;
| Regions&lt;br /&gt;
   || Green&lt;br /&gt;
   ||&lt;br /&gt;
   ||&lt;br /&gt;
   || See [[Region]]&lt;br /&gt;
|-&lt;br /&gt;
| Underground regions&lt;br /&gt;
   || Purple&lt;br /&gt;
   || &lt;br /&gt;
   || &lt;br /&gt;
   || These regions appear to all be &amp;quot;Unnamed underground area&amp;quot;, and other events will refer to them as &amp;quot;the depths of the world&amp;quot;. Forgotten beasts seem to spawn here.&lt;br /&gt;
|-&lt;br /&gt;
| Civilizations and other entities&lt;br /&gt;
   || Teal&lt;br /&gt;
   ||&lt;br /&gt;
   || &lt;br /&gt;
   || [[civilization]]s, local governments, and [[religion]]s, etc&lt;br /&gt;
|-&lt;br /&gt;
| Structures&lt;br /&gt;
   || N/A&lt;br /&gt;
   || Structure Type&lt;br /&gt;
   || &lt;br /&gt;
   || Constructed/erected buildings found in sites. See [[structures]]&lt;br /&gt;
|-&lt;br /&gt;
| Chronicles by age&lt;br /&gt;
   || N/A&lt;br /&gt;
   || Number of historical events&lt;br /&gt;
   || &lt;br /&gt;
   || A list of all historical events in chronological order that occur within a specific Age in the world history. Here, you can read the battle reports from various wars, or the duels that took place between long-dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of [[megabeast]]s amongst the [[peasant]]s.  See [[Ages|here]] for a list of ages and their conditions.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exporting World information==&lt;br /&gt;
&lt;br /&gt;
Legends mode has a built-in tool to export xml.  This is particularly useful as input data for the utilities described below; there are even tools to make this export process easier (see next section).&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[DF2014:Legends#Exporting_World_information|additional export options]] (maps, text files, etc), but these are not currently available due to ...[[missing features|well, time constraints]].&lt;br /&gt;
Note that the inclusion of maps and map exports in legends mode is planned to be re-added in the near future.{{cite|putnam-reddit|https://www.reddit.com/r/dwarffortress/comments/15jwh5q/comment/jv36ot3}}&lt;br /&gt;
&lt;br /&gt;
=== XML dump ===&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history, but it contains many of the important ones. Be warned that a large world with, say, 1000 years (or even 10,000) of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Clicking the Export XML button (shown below) while in Legends mode to produce an XML dump (it will be placed in the root ''Dwarf Fortress'' directory and named the same as your game's save folder) See [[Main:XML dump|XML dump]] for information on the XML file's format.&lt;br /&gt;
[[File:Legends export xml button.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
== Utilities &amp;amp; Tools ==&lt;br /&gt;
{{Main|Utilities#Legends tools}}&lt;br /&gt;
There are many utilities that work with the data exported from Legends mode (or at least were before v50), or make exporting that info easier.  &lt;br /&gt;
&lt;br /&gt;
===Export tools===&lt;br /&gt;
&lt;br /&gt;
When using [[DFHack]], you can use the built-in &amp;lt;code&amp;gt;exportlegends&amp;lt;/code&amp;gt; to export the &amp;quot;detailed&amp;quot; data in an XML. By default with DFHack enabled, this will automatically run when the export XML button is clicked, generating both the vanilla **and** detailed xml files{{cite|DFHack Docs: exportlegends|https://docs.dfhack.org/en/stable/docs/tools/exportlegends.html}}.&lt;br /&gt;
&lt;br /&gt;
===Legends viewing tools and visualisers===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it appears that the most famous such utility, [[Utilities#Legends_Viewer|Legends Viewer]], is no longer maintained with the steam release{{cite forum|154617.450}}{{cite|GitHub LegendsViewer|https://github.com/Kromtec/LegendsViewer}}.&lt;br /&gt;
Members are working on other utilities, such as [https://github.com/itsiggyboy/DwarvenSurveyor Dwarven Surveyor]{{cite reddit|15jwh5q}}, but they are not at feature parity with what Legends Viewer supplied pre-v50.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath | elvish = liceva | goblin = olzul | human = en}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
[[ru:Legends]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legends&amp;diff=297218</id>
		<title>Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legends&amp;diff=297218"/>
		<updated>2024-02-02T20:51:22Z</updated>

		<summary type="html">&lt;p&gt;Solters: Page rewrite based on version 50.x&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Vanitas still life.jpg|thumb|250px|right|Only two things are certain in ''Dwarf Fortress'': [[Fun]], and the legends you leave behind.]]&lt;br /&gt;
&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already-generated [[World generation|world]]. In Legends mode, players can view maps, histories of each civilization and any figure who has lived or died in the generated world. Any noticeable achievement made by the player in [[Dwarf fortress mode|Fortress]] or [[Adventurer mode|Adventurer]] mode is recorded and is viewable in Legends mode. You may explore Legends mode after you generate a new world. &lt;br /&gt;
&lt;br /&gt;
Many players choose to generate a world where the option '[[Advanced_world_generation#Reveal_All_Historical_Events|Reveal All Historical Events]]' is set to YES (the default) - however, if you set the option to NO, then the vast majority of the world history will be hidden in Legends mode until uncovered by brave adventurers. Even when set to YES, some things may not be revealed; all ''events'' will be revealed, but some [[historical figure]]s, [[site]]s, [[region]]s, and [[civilization]]s and other entities may ''not'' be, possibly because they are not known to any civilization.&lt;br /&gt;
&lt;br /&gt;
Ways for an adventurer to uncover events and other things include:&lt;br /&gt;
* talking to people in civilized sites and asking them various questions&lt;br /&gt;
* viewing items with images, like [[coin]]s, [[armor]], [[engraving]]s, [[statue]]s, etc&lt;br /&gt;
* finding artifacts and [[book]]s and other written works&lt;br /&gt;
* possibly reading written works{{verify}} or by listening to stories and songs{{verify}} &lt;br /&gt;
&lt;br /&gt;
You don't ''have'' to have had an adventurer or fortress game active in order to use Legends mode - some players simply enjoy it to read about the last time their favorite kingdom went to war, or learn about the dwarven civilizations before choosing to embark, etc. In fact, Legends Mode cannot be entered if there is an active adventurer or fortress in the world. However, a copy of such a world can be made, loaded in the game and the current mode retired or abandoned, then opened in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Accessing Legends Mode ==&lt;br /&gt;
When you choose &amp;quot;Start Playing&amp;quot; in a world that doesn't have a current active game, the options include Legends mode. By accessing Legends mode, you are deciding to reveal all the knowledge of the world that would otherwise be discoverable only in pieces, through Fortress or Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
:Note: If you are already playing a fortress on the save you want to use, you can save to a new timeline after choosing to retire or abandon, both leaving the active fortress and allowing access to Legends mode in the new timeline.&lt;br /&gt;
&lt;br /&gt;
=== Navigation ===&lt;br /&gt;
Upon entering legends mode, the player is presented with a list of categories. &lt;br /&gt;
To the right of each category is the number of entries for that category. &lt;br /&gt;
[[File:Legends menu v50.png|thumb|Legends Mode landing page]]&lt;br /&gt;
&lt;br /&gt;
Clicking into a category opens a tab for that category, with a list of entries for that category.&lt;br /&gt;
The entries will be displayed with a name on the left, and (usually) a pertinent piece of information on the right.&lt;br /&gt;
[[File:Legends artifacts list.png|thumb|Example of Artifacts entries]]&lt;br /&gt;
&lt;br /&gt;
Clicking into a specific entry opens the entry's legend page, consisting of a &lt;br /&gt;
* Title (dwarven name, english translation, what it is)&lt;br /&gt;
* Description&lt;br /&gt;
* Events&lt;br /&gt;
* Notable Stats (kills,  relatives, etc)&lt;br /&gt;
** Some entry types don't have any stats, such as sites&lt;br /&gt;
[[File:Legends artifact entry rulnimak.png|thumb|Legends mode entry for the artifact Rulnimak]]&lt;br /&gt;
&lt;br /&gt;
On the entry's legend page, all highlighted phrases are hyperlinks to other entries (the color of the highlight indicates what category the entry is in).&lt;br /&gt;
Clicking on one of these will open a new tab for that entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Categories===&lt;br /&gt;
&lt;br /&gt;
The following table provides a brief description of the different categories&lt;br /&gt;
of entries accessible in legends mode.&lt;br /&gt;
The &amp;quot;List Detail&amp;quot; is the information that is visible to the right of the name&lt;br /&gt;
when viewing the category, and the &amp;quot;Stats&amp;quot; column describes what sort of information&lt;br /&gt;
is available beneath the event list when viewing the entry's legends page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Link Color !! List Detail !! Stats !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Historical Figures &lt;br /&gt;
   || Blue&lt;br /&gt;
   || Birth/Death year &lt;br /&gt;
   || Related Historical Figures, Related Entities, Kills &lt;br /&gt;
   || [[megabeast]]s, [[forgotten beast]]s, [[demon]]s, [[deity|gods]], [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s, and other named [[creature]]s&lt;br /&gt;
|-&lt;br /&gt;
| Sites &lt;br /&gt;
   || Orange &lt;br /&gt;
   || Site Type&lt;br /&gt;
   || &lt;br /&gt;
   || See [[Site]]&lt;br /&gt;
|-&lt;br /&gt;
| Artifacts&lt;br /&gt;
   || Yellow&lt;br /&gt;
   || [[Item]] material/type&lt;br /&gt;
   || Kills, Slayer (wielder during the kill)&lt;br /&gt;
   || See [[Legendary artifact]]&lt;br /&gt;
|-&lt;br /&gt;
| Codices, scrolls, etc.&lt;br /&gt;
   || Pink&lt;br /&gt;
   || [[Item]] material/type&lt;br /&gt;
   || &lt;br /&gt;
   || Items with writing from around the world. Includes all sorts of [[books]], [[slabs]], etc&lt;br /&gt;
|-&lt;br /&gt;
| Regions&lt;br /&gt;
   || Green&lt;br /&gt;
   ||&lt;br /&gt;
   ||&lt;br /&gt;
   || See [[Region]]&lt;br /&gt;
|-&lt;br /&gt;
| Underground regions&lt;br /&gt;
   || Purple&lt;br /&gt;
   || &lt;br /&gt;
   || &lt;br /&gt;
   || These regions appear to all be &amp;quot;Unnamed underground area&amp;quot;, and other events will refer to them as &amp;quot;the depths of the world&amp;quot;. Forgotten beasts seem to spawn here.&lt;br /&gt;
|-&lt;br /&gt;
| Civilizations and other entities&lt;br /&gt;
   || Teal&lt;br /&gt;
   ||&lt;br /&gt;
   || &lt;br /&gt;
   || [[civilization]]s, local governments, and [[religion]]s, etc&lt;br /&gt;
|-&lt;br /&gt;
| Structures&lt;br /&gt;
   || N/A&lt;br /&gt;
   || Structure Type&lt;br /&gt;
   || &lt;br /&gt;
   || Constructed/erected buildings found in sites. See [[structures]]&lt;br /&gt;
|-&lt;br /&gt;
| Chronicles by age&lt;br /&gt;
   || N/A&lt;br /&gt;
   || Number of historical events&lt;br /&gt;
   || &lt;br /&gt;
   || A list of all historical events in chronological order that occur within a specific Age in the world history. Here, you can read the battle reports from various wars, or the duels that took place between long-dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of [[megabeast]]s amongst the [[peasant]]s.  See [[Ages|here]] for a list of ages and their conditions.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exporting World information==&lt;br /&gt;
&lt;br /&gt;
Legends mode has a built-in tool to export xml.  This is particularly useful as input data for the utilities described below; there are even tools to make this export process easier (see next section).&lt;br /&gt;
&lt;br /&gt;
In previous versions there were [[DF2014:Legends#Exporting_World_information|additional export options]] (maps, text files, etc), but these are not currently available due to ...[[missing features|well, time constraints]].&lt;br /&gt;
&lt;br /&gt;
=== XML dump ===&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history, but it contains many of the important ones. Be warned that a large world with, say, 1000 years (or even 10,000) of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Clicking the Export XML button (shown below) while in Legends mode to produce an XML dump (it will be placed in the root ''Dwarf Fortress'' directory and named the same as your game's save folder) See [[Main:XML dump|XML dump]] for information on the XML file's format.&lt;br /&gt;
[[File:Legends export xml button.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
== Utilities &amp;amp; Tools ==&lt;br /&gt;
{{Main|Utilities#Legends tools}}&lt;br /&gt;
There are many utilities that work with the data exported from Legends mode, or make exporting that info easier.  &lt;br /&gt;
&lt;br /&gt;
===Export tools===&lt;br /&gt;
&lt;br /&gt;
When using [[DFHack]], you can use the built-in &amp;lt;code&amp;gt;exportlegends&amp;lt;/code&amp;gt; to export the &amp;quot;detailed&amp;quot; data in an XML. By default with DFHack enabled, this will automatically run when the export XML button is clicked, generating both the vanilla **and** detailed xml files{{cite|DFHack Docs: exportlegends|https://docs.dfhack.org/en/stable/docs/tools/exportlegends.html}}.&lt;br /&gt;
&lt;br /&gt;
===Legends viewing tools and visualisers===&lt;br /&gt;
&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
The most famous is likely [[Utilities#Legends_Viewer|Legends Viewer]], an alternative interface that recreates legends mode from exported data with many more features such as graphs, filtering, sorting, and hyperlinks.  There are alternative tools with similar functionality, including [[DF2014:Utilities#World_Viewer|World Viewer]].   &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath | elvish = liceva | goblin = olzul | human = en}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
[[ru:Legends]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_artifact_entry_rulnimak.png&amp;diff=297217</id>
		<title>File:Legends artifact entry rulnimak.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_artifact_entry_rulnimak.png&amp;diff=297217"/>
		<updated>2024-02-02T20:04:12Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends mode entry for the artifact &amp;quot;Rulnimak&amp;quot;&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_artifacts_list.png&amp;diff=297216</id>
		<title>File:Legends artifacts list.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_artifacts_list.png&amp;diff=297216"/>
		<updated>2024-02-02T19:57:09Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of artifacts that have been created in the world &amp;quot;The Absolute Universe of Legends&amp;quot;&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_menu_v50.png&amp;diff=297215</id>
		<title>File:Legends menu v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_menu_v50.png&amp;diff=297215"/>
		<updated>2024-02-02T19:43:57Z</updated>

		<summary type="html">&lt;p&gt;Solters: Solters uploaded a new version of File:Legends menu v50.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends menu&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_menu_v50.png&amp;diff=297214</id>
		<title>File:Legends menu v50.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_menu_v50.png&amp;diff=297214"/>
		<updated>2024-02-02T19:14:27Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends menu&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Legends_export_xml_button.png&amp;diff=297213</id>
		<title>File:Legends export xml button.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Legends_export_xml_button.png&amp;diff=297213"/>
		<updated>2024-02-02T18:24:25Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of the graphical Export XML button present in legends mode.&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=297212</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=297212"/>
		<updated>2024-02-02T17:11:05Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well this aged poorly &lt;br /&gt;
 -- [[User:Antsy555|Antsy555]] ([[User talk:Antsy555|talk]]) 15:38, 18 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
&lt;br /&gt;
''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
&lt;br /&gt;
I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Hello.&lt;br /&gt;
&lt;br /&gt;
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
&lt;br /&gt;
:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
&lt;br /&gt;
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
&lt;br /&gt;
::::Regards,&lt;br /&gt;
&lt;br /&gt;
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements problem ==&lt;br /&gt;
&lt;br /&gt;
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord (again) ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo ==&lt;br /&gt;
&lt;br /&gt;
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ¦¦¦¦¦¦ &lt;br /&gt;
¦      ¦&lt;br /&gt;
¦      ¦&lt;br /&gt;
¦ ¦  ¦ ¦&lt;br /&gt;
▒      ▒&lt;br /&gt;
▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒ ¦¦ ▒▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
   ▒▒▒&lt;br /&gt;
    ▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;br /&gt;
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)&lt;br /&gt;
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 17 December 2022 (UTC)&lt;br /&gt;
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)&lt;br /&gt;
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:15, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wiki tasks ==&lt;br /&gt;
&lt;br /&gt;
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)&lt;br /&gt;
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article  [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New main page gallery images ==&lt;br /&gt;
&lt;br /&gt;
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)&lt;br /&gt;
:What's stopping us from just extracting the sprites?  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)&lt;br /&gt;
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)&lt;br /&gt;
:::Ahhh.  Yeah, i suppose that half of the screenshots should be from Premium.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) &lt;br /&gt;
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)&lt;br /&gt;
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:13, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migration Progress ==&lt;br /&gt;
&lt;br /&gt;
{{User:OddballJoe/Sandbox/MigrationProgress}}&lt;br /&gt;
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal for holistic crafting/construction format changes across the wiki ==&lt;br /&gt;
&lt;br /&gt;
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components (&amp;quot;Rock boulder x1&amp;quot;), product output (&amp;quot;Rock block x4), and workshop of construction (&amp;quot;Stoneworker's Workshop&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items.  When this information does exist, it is typically located inconsistently within the page in-line with narrative text.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steel&amp;quot; on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.&lt;br /&gt;
&lt;br /&gt;
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.&lt;br /&gt;
&lt;br /&gt;
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, parameters for some examples would be:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock Block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Skill used: Stonecrafter&lt;br /&gt;
&lt;br /&gt;
Workshop: Stoneworker's Shop&lt;br /&gt;
&lt;br /&gt;
Required Components: Economic or Non-economic Stone Boulder x1&lt;br /&gt;
&lt;br /&gt;
Resulting Product: Stone Block x4&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Metworker's Shop&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x1&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bridge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x(Variable)&lt;br /&gt;
&lt;br /&gt;
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:&lt;br /&gt;
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.&lt;br /&gt;
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad caching of main page ==&lt;br /&gt;
&lt;br /&gt;
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the &amp;quot;up-to-date&amp;quot; article count as 266, instead of v50.07 and 310. The html shows &amp;quot;Cached 20230205190127&amp;quot;, so it's a 3-day old cached page. It also says &amp;quot;Cache expiry: 3600&amp;quot;, which seems to imply hourly expiry. Maybe adding &amp;lt;nowiki&amp;gt;{{CURRENTHOUR}}&amp;lt;/nowiki&amp;gt; to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Knockout Link ==&lt;br /&gt;
&lt;br /&gt;
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate version links ==&lt;br /&gt;
&lt;br /&gt;
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after &amp;quot;Archives&amp;quot;, which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove the link to Masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:&lt;br /&gt;
# &lt;br /&gt;
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.&lt;br /&gt;
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.&lt;br /&gt;
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.&lt;br /&gt;
&lt;br /&gt;
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;namespace=1000%3B1001&amp;amp;limit=500&amp;amp;days=90&amp;amp;enhanced=1&amp;amp;urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:43, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Category:Game_development maybe? Fits the category of &amp;quot;other&amp;quot;, isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical.  &amp;amp;mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Bug Tracker Link ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mantis Bug Tracker&amp;quot; link on the main page (at the bottom in the &amp;quot;Useful Links&amp;quot; section) is broken, pointing at the old bug reporting page.&lt;br /&gt;
As per the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Kitfox Announcement (from Nov 2023)], it should now be pointing to the page https://dwarffortressbugtracker.com.&lt;br /&gt;
I'd also recommend updating the text of the link from &amp;quot;Mantis Bug Tracker&amp;quot; to just &amp;quot;Bug Tracker&amp;quot; or &amp;quot;Dwarf Fortress Bug Tracker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that I already made this update on the [[Known bugs and issues]] page, it just needs to be propagated to the main page (which I can't do because the main page is locked).&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=297211</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=297211"/>
		<updated>2024-02-02T17:09:37Z</updated>

		<summary type="html">&lt;p&gt;Solters: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
[[File:bug_icon.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. An official compilation of all bugs, and their development status, can be found on the [https://dwarffortressbugtracker.com Dwarf Fortress Bug Tracker Bug Tracker]. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can &amp;quot;Login anonymously&amp;quot; and add a note.&lt;br /&gt;
&lt;br /&gt;
== Reporting new bugs ==&lt;br /&gt;
Please do '''not''' report new bugs here; to report a new bug, follow the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 How to Report Bugs in Dwarf Fortress] instructions. For any other discussion of new or existing bugs, visit the &amp;lt;code&amp;gt;#bug-discussion&amp;lt;/code&amp;gt; channel on the [https://discord.com/invite/kitfoxgames Official Kitfox Discord].&lt;br /&gt;
&lt;br /&gt;
When reporting a bug:&lt;br /&gt;
* Make a note of any mods you're using.  If you made the mod yourself, include the raws for any relevant objects.&lt;br /&gt;
* If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.&lt;br /&gt;
* If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the [https://dffd.bay12games.com/category.php?id=20 DF File Depot - Bugged Saves] or another file hosting site.&lt;br /&gt;
&lt;br /&gt;
== Major bugs with workarounds ==&lt;br /&gt;
{{catbox|Bugs}} This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|0012008}}: Dwarves will not equip [[Ammunition|ammunition]]. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.&lt;br /&gt;
**Workaround: Set up a [[Squad#Equipping_soldiers|uniform]] which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
* {{bugl|11985}} ('''Healthcare labors bug''')&amp;lt;span id=&amp;quot;healthcare-labors-bug&amp;quot;/&amp;gt;: Dwarves assigned to doctoring occupations not performing doctor labors.&lt;br /&gt;
**Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated based on occupations. ([https://www.youtube.com/watch?v=79J3X8ulER0&amp;amp;t=1765s source])&lt;br /&gt;
* {{bugl|349}}: [[Animal care]] labor does nothing.&lt;br /&gt;
**Workaround: Use DFHack's [https://docs.dfhack.org/en/0.47.04-r2/docs/Plugins.html#dwarfvet dwarfvet plugin]].&lt;br /&gt;
* {{bugl|1451}}: The equipment required for [[miner]]s, [[hunter]]s, and [[woodcutter]]s to do their job conflicts with military uniforms.&lt;br /&gt;
**Workaround: never assign these three labors to military dwarves.&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone&lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[stockpile design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
* : Game always starts in Graphics Mode.&lt;br /&gt;
** Workaround: change PRINT_MODE to 2D or SOFTWARE in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:Known bugs and issues]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=297210</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=297210"/>
		<updated>2024-02-02T17:07:25Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Broken Bug Tracker Link */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Well this aged poorly &lt;br /&gt;
 -- [[User:Antsy555|Antsy555]] ([[User talk:Antsy555|talk]]) 15:38, 18 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
&lt;br /&gt;
''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
&lt;br /&gt;
I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Hello.&lt;br /&gt;
&lt;br /&gt;
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
&lt;br /&gt;
:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
&lt;br /&gt;
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
&lt;br /&gt;
::::Regards,&lt;br /&gt;
&lt;br /&gt;
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements problem ==&lt;br /&gt;
&lt;br /&gt;
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord (again) ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo ==&lt;br /&gt;
&lt;br /&gt;
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
:: For reference here is the [[:File:DFDefault.png|digger]] from the classic intro and bellow rendering of what steam version uses in its loading phase, as well as [https://ibb.co/mtzdLm3 this simple variant]&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ¦¦¦¦¦¦ &lt;br /&gt;
¦      ¦&lt;br /&gt;
¦      ¦&lt;br /&gt;
¦ ¦  ¦ ¦&lt;br /&gt;
▒      ▒&lt;br /&gt;
▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒ ¦¦ ▒▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
   ▒▒▒&lt;br /&gt;
    ▒▒&lt;br /&gt;
&amp;lt;/diagram&amp;gt; --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:39, 11 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;br /&gt;
: Additionally, who is working on this wiki migration, and why is it a closed process? I feel like the migration could have been largely completed by now if everyone was able to help, but that sentiment may just be coming from my ignorance. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 00:40, 17 December 2022 (UTC)&lt;br /&gt;
::See thread at [[Dwarf_Fortress_Wiki_talk:Versions#v50_organization]]. Emi and I are planning to use a MediaWiki bot for this. My current ETA is 2 days from now. I've asked for help in a few places to write such a bot and have had no responses. My concern with a manual migration (e.g. if we have people copy over just some pages manually) is that it would likely result in a state that is much more complicated to finish. I'm sorry it hasn't gotten done yet. Open to help with automating this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 17 December 2022 (UTC)&lt;br /&gt;
:::Ah, that page completely eluded me! Thanks for pointing in that direction. I would be totally willing to help write a bot, just let me know what I can do. [[User:Trainzack|Trainzack]] ([[User talk:Trainzack|talk]]) 14:37, 17 December 2022 (UTC)&lt;br /&gt;
::::Thanks for offering. I actually ended up with some time today to work on the migration script. It's almost done, just need to run some final checks before setting it loose. Hopefully tomorrow. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 07:15, 19 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== wiki tasks ==&lt;br /&gt;
&lt;br /&gt;
Dwarf old head but new account. I'm trying to do a little grunt work for migrating raws and stuff every time I browse the wiki but adding raws is gated behind the adding a page permission. Is there a honey-do list for stuff that needs editing in order to get some contributions under my belt? ☺ --[[User:Hotty gremlin|Hotty gremlin]] ([[User talk:Hotty gremlin|talk]]) 01:47, 24 December 2022 (UTC)&lt;br /&gt;
:This lists every page that still has the migration template on it: https://dwarffortresswiki.org/index.php/Special:WhatLinksHere/Template:Migrated_article  [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:26, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New main page gallery images ==&lt;br /&gt;
&lt;br /&gt;
Should we start some sort of initiative, maybe over discord as well, for people to provide a few new images from the premium version to use on the main page? --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 15:47, 6 January 2023 (UTC)&lt;br /&gt;
:What's stopping us from just extracting the sprites?  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 23:05, 6 January 2023 (UTC)&lt;br /&gt;
::Nothing, but I'm talking about screenshots from in-game similar to the ones in [[Main_Page/gallery]]. :) --[[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:26, 7 January 2023 (UTC)&lt;br /&gt;
:::Ahhh.  Yeah, i suppose that half of the screenshots should be from Premium.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:21, 7 January 2023 (UTC) &lt;br /&gt;
::Same as one can do from any official screenshots or youtube videos. And lets just say that anyone who want to get their hands on the sprites will not waste time here, there are far easier/quicker alternatives so much so that I can probably make you lmgtfy link for it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:32, 7 January 2023 (UTC)&lt;br /&gt;
:For what it's worth, I think there has historically been some level of notability in the screenshots provided, and I'd like for that to continue. E.g. a screenshot of an interesting event would be a good fit, but a screenshot of two cats for the sake of showing something with the premium tileset might not be such a good fit. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:13, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migration Progress ==&lt;br /&gt;
&lt;br /&gt;
{{User:OddballJoe/Sandbox/MigrationProgress}}&lt;br /&gt;
Made a migration progress bar we could use for the main page. I think it might be a bit too depressing, haha. I'd add a separate category for [[Template:migrated section]] to populate it. Might need to double-check [[User:OddballJoe/Sandbox#stats|my math]] before adding it. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 02:23, 8 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed the math, looks good to me. Will add if nobody objects. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:28, 10 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal for holistic crafting/construction format changes across the wiki ==&lt;br /&gt;
&lt;br /&gt;
I propose that any item, workshop, or building that can be constructed or crafted have a unified formatting applied to its entry page pertaining to its constituent components (&amp;quot;Rock boulder x1&amp;quot;), product output (&amp;quot;Rock block x4), and workshop of construction (&amp;quot;Stoneworker's Workshop&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Problem being solved: User visiting pages on the wiki is met with inconsistent or absent information regarding the production and workshop location of many if not most items.  When this information does exist, it is typically located inconsistently within the page in-line with narrative text.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Steel&amp;quot; on the wiki is the best example of this being done but with this proposal I feel that a unified tabled format would help improve readability across the board and build user expectation.&lt;br /&gt;
&lt;br /&gt;
I'm new to wikis but I am starting my workday now and will revisit this topic throughout the day to propose a format to seek feedback and gauge temperature on the subject.&lt;br /&gt;
&lt;br /&gt;
Individual item names within a recipe should be hyperlinked to the wiki entry for that item for good UX, contributing to a user's ability to flow through their problem and quickly find the information they're seeking.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, parameters for some examples would be:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock Block&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Skill used: Stonecrafter&lt;br /&gt;
&lt;br /&gt;
Workshop: Stoneworker's Shop&lt;br /&gt;
&lt;br /&gt;
Required Components: Economic or Non-economic Stone Boulder x1&lt;br /&gt;
&lt;br /&gt;
Resulting Product: Stone Block x4&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Metworker's Shop&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x1&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bridge&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Recipe&lt;br /&gt;
&lt;br /&gt;
Required Components: Stone Boulders, Blocks, Bars x(Variable)&lt;br /&gt;
&lt;br /&gt;
Note: Please mind the formatting on this proposal, though the idea is sound I've yet to interface with this markup, my field is UI/UX and I will revisit this post once I've brushed up on wiki formatting to make this proposal shine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Venality|Venality]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: I'm in favor of something like this. We already do it for workshops with {{tl|V50_workshop}} and could do something similar for items. Couple of thoughts:&lt;br /&gt;
* Some of the recipes (aka reactions) are defined in the raws, not sure what proportion. It might be worth considering automating the inclusion of some of this data from raws, with parser functions or Scribunto or an external script.&lt;br /&gt;
* A lot of this data would be helpful to cross-reference. E.g. an item page lists the workshop needed to make it, the workshop page lists the items it can make, and a material page lists the items that can be made from it. This could be set up to stay up-to-date with an extension like [https://www.mediawiki.org/wiki/Extension:Cargo Cargo]; I've never used it but it looks reasonably straightforward. That could help organize a lot of other data too, like creatures. [[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 19:31, 11 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad caching of main page ==&lt;br /&gt;
&lt;br /&gt;
Viewing the main page right now, logged out in an incognito window, displays the latest version as v50.05 and the &amp;quot;up-to-date&amp;quot; article count as 266, instead of v50.07 and 310. The html shows &amp;quot;Cached 20230205190127&amp;quot;, so it's a 3-day old cached page. It also says &amp;quot;Cache expiry: 3600&amp;quot;, which seems to imply hourly expiry. Maybe adding &amp;lt;nowiki&amp;gt;{{CURRENTHOUR}}&amp;lt;/nowiki&amp;gt; to the page will force a cache expiry via the magic word cache logic? In any case, caching needs to be fixed so we're not serving outdated pages. —[[User:OddballJoe|OddballJoe]] ([[User talk:OddballJoe|talk]]) 17:43, 8 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Knockout Link ==&lt;br /&gt;
&lt;br /&gt;
Please update the link to the Knockout forum thread to [https://knockout.chat/thread/46824 this one], as the current link on the page links to a closed thread. I'd do it myself but the Main Page appears to be locked to admin-only edits now. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:53, 25 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Duplicate version links ==&lt;br /&gt;
&lt;br /&gt;
At the top of the page, under the number of articles, are links to the previous versions. At the bottom of the page, more version links are listed after &amp;quot;Archives&amp;quot;, which appear to be redundant and can be removed. --[[User:Cali|Cali]] ([[User talk:Cali|talk]]) 01:28, 30 April 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Remove the link to Masterwork ==&lt;br /&gt;
&lt;br /&gt;
Hello. Currently the Other/Mods section has a link to [[Masterwork:Main_Page|the Masterwork namespace]]. I vouch for that link to be removed for three reasons:&lt;br /&gt;
# &lt;br /&gt;
# It no longer works with the current version of DF, due to the mod changes in v50.01. A mod(pack) which is not playable on the version of the namespace, should not be advertised before all others, if at all. The [[list of mods]] does not include mods which are outdated for the namespace.&lt;br /&gt;
# I believe that its popularity has heavily waned, and though it once was a contender for the most popular raw setup (including vanilla!), this is far from the case now. It not being updated for a long time likely contributes. So the break-out popularity of its past which warranted a link does no longer exist.&lt;br /&gt;
# The downloads are broken/removed due to the whole Meph debacle. This is an issue with the Masterwork namespace as a whole, which needs separate discussion over there. But essentially it breaks the purpose of the Masterwork namespace, since they document an unavailable mod, and fail in providing (links to) downloads for the mod. The Main Page should not link to pages that serve no purpose.&lt;br /&gt;
&lt;br /&gt;
--[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 11:26, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That sounds fine to me. The only edit in the past [https://dwarffortresswiki.org/index.php/Special:RecentChanges?hidebots=1&amp;amp;namespace=1000%3B1001&amp;amp;limit=500&amp;amp;days=90&amp;amp;enhanced=1&amp;amp;urlversion=2 90 days] was a spam edit to [[Masterwork:Salamander]]. What link should we put in its place? It would be nice to keep an even number of links if we can. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:43, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Category:Game_development maybe? Fits the category of &amp;quot;other&amp;quot;, isn't already on the main page, and is of general interest. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:04, 22 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::What about [[DFHack]]? It is an utility like others in the linked [[utilities]] article, but it is greater in scope and likely popularity, to the point of being on Steam separately from ''Dwarf Fortress'' itself. The Other/Mods section seems to be about a combination of ways players can interact with the game and add to it, beyond its usual scope, and technical details. DFHack fits right into this by not only being a player-made utility, but by providing an environment for players to binary hack the game, and of course being highly technical.  &amp;amp;mdash;[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 09:09, 3 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Bug Tracker Link ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Mantis Bug Tracker&amp;quot; link on the main page (at the bottom in the &amp;quot;Useful Links&amp;quot; section) is broken, pointing at the old bug reporting page.&lt;br /&gt;
As per the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-Updated-Nov-2023-b5e2ca19dabe408897d1c2669599b7a2 Kitfox Announcement (from Nov 2023)], it should now be pointing to the page https://dwarffortressbugtracker.com.&lt;br /&gt;
I'd also recommend updating the text of the link from &amp;quot;Mantis Bug Tracker&amp;quot; to just &amp;quot;Bug Tracker&amp;quot; or &amp;quot;Dwarf Fortress Bug Tracker&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=239755</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=239755"/>
		<updated>2019-02-08T05:21:16Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Please use HTTPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]&lt;br /&gt;
*[[User_talk:Briess/archive2|archive 2]]&lt;br /&gt;
*[[User_talk:Briess/archive3|archive 3]]&lt;br /&gt;
*[[User_talk:Briess/archive4|archive 4]]&lt;br /&gt;
*[[User_talk:Briess/archive5|archive 5]]&lt;br /&gt;
*[[User_talk:Briess/archive6|archive 6]]&lt;br /&gt;
}}&lt;br /&gt;
== Can't move [[:File:Fäden.png]] ==&lt;br /&gt;
&lt;br /&gt;
It's used on [[cv:thread]], but I can't seem to move it to a better title. I think it's because of the &amp;lt;s&amp;gt;accent&amp;lt;/s&amp;gt; umlaut - is there any way you can change its name manually in the database? ([[Wikipedia:mw:Manual:MoveBatch.php|This maintenance script]] should do the trick, but it requires a little setup and it might run into the same problem.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 13 March 2014 (UTC)&lt;br /&gt;
: I missed this. Where should this be moved to? I can give the script a try --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:35, 4 May 2014 (UTC)&lt;br /&gt;
::I was thinking something like [[:f:thread.png]] or [[:f:rope reed fiber thread.png]] would work. If not, I can always reupload it and delete the original (assuming that works). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:52, 4 May 2014 (UTC)&lt;br /&gt;
::: Oops, that was my file. I guess i should take it as reminder to label files something more accessible when they're intended for public use and not just my own stuff. --[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 14:31, 6 May 2014 (UTC)&lt;br /&gt;
::: Can't get the move to work. I'll have to play with the DB if I want to do that. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:39, 16 June 2014 (UTC)&lt;br /&gt;
:::: Might be because I already moved it. :) (Can't remember where at the moment, but it's on [[thread]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 16 June 2014 (UTC)&lt;br /&gt;
::::: Derp. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:49, 16 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Announcements &amp;quot;NEW&amp;quot; icon ==&lt;br /&gt;
&lt;br /&gt;
Can you please add an ID attribute to the red &amp;quot;NEW&amp;quot; message in the sidebar, so I can make it hidden? Thanks {{User:Latias1290/Sig/src|13:20|March 23, 2014}}&lt;br /&gt;
:Removed it, since it's clearly not &amp;quot;new&amp;quot; anymore. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:55, 23 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[:File:Old0c3822.png]] ==&lt;br /&gt;
&lt;br /&gt;
This file is missing, but is used on {{tl|old}} and has a history page: [https://dwarffortresswiki.org/index.php?title=File:Old0c3822.png&amp;amp;action=history]. Any idea what happened to it? (Other files appear to be unaffected.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:16, 4 May 2014 (UTC)&lt;br /&gt;
:No idea. Going to rebuild images now then --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::And it's back after a rebuild --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::Rebuilding images is now a cronjob that will run every 30 minutes on dfaux1 as well now --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:32, 4 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creature token page seems to be causing your server trouble ==&lt;br /&gt;
&lt;br /&gt;
http://dwarffortresswiki.org/index.php/DF2012:Creature_token comes up with a completely blank (like, about:blank blank) for me and pretty much everyone else I've asked about it. I can get the contents by pulling them from google's cache, but the site itself seems to refuse to let you load it. From experience as a webhost, this generally means that the page has encountered a critical error in its scripting, which it will dump in the error log instead of reporting to the user, for security reasons. I would suggest scouring your error logs. Don't know why this particular page is causing issues. [[Special:Contributions/74.67.17.69|74.67.17.69]] 07:23, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Probably a rendering time issue - the other versions load fine, but v0.31 takes the longest (I'm pretty sure the v0.34 page is the largest). Using action=raw also works. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 10:43, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, disabling AutoRedirect fixed this, so I'm currently disabling pieces of it to see what's causing the problem. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears that the TitleIsAlwaysKnown is the problem, presumably because it takes a lot of time to render on a large page like [[creature token]]. Unfortunately, this is the hook that makes links and searching work. I'll try making the extension skip section links, since they account for most of the links in that article and don't need to be handled at all. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:48, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
All right, that seems to have worked. The render time is back down to 1.2 seconds, which is pretty good for such a long page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:11, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Awesome, glad I could help. [[Special:Contributions/2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61|2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61]] 16:04, 7 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MWExceptions ==&lt;br /&gt;
&lt;br /&gt;
Greycat is having problems with editing (may be proxy-related again): http://www.bay12forums.com/smf/index.php?topic=139510.0 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:04, 20 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot is removing av template ==&lt;br /&gt;
&lt;br /&gt;
[http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 this edit is an example]. Just letting you know. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:39, 10 July 2014 (UTC)&lt;br /&gt;
:And it's deleting the stonelookup template too. [http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 example]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:41, 10 July 2014 (UTC)&lt;br /&gt;
::It looks like it searched for &amp;quot;&amp;lt;nowiki&amp;gt;{{quality|.*}}&amp;lt;/nowiki&amp;gt;&amp;quot; when doing the &amp;quot;remove quality&amp;quot; step, which ended up matching way too much. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:45, 10 July 2014 (UTC)&lt;br /&gt;
:::Working on a way to revert those using the bot but it will take a bit. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:06, 11 July 2014 (UTC)&lt;br /&gt;
::::I'll get them. I've been meaning to find an excuse to use AWB here. Cheers [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:47, 14 July 2014 (UTC)&lt;br /&gt;
:::::Awesome. Thanks! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:15, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Server woes ==&lt;br /&gt;
&lt;br /&gt;
I can't insert {{tl|DF2014 plants/trees}} into {{tl|DF2014 plants}}; the server times out/fails to respond each time I try.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 11 July 2014 (UTC)&lt;br /&gt;
: I'll take a look. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 11 July 2014 (UTC)&lt;br /&gt;
:: I'm guessing this is because AutoRedirect takes more time to render links to pages that don't exist, since it checks every versioned namespace before determining that a page doesn't exist. I'm not sure how to fix this yet, but it seems to me that either disabling the additional namespace checks in the template namespace or only enabling them in the main namespace could work. Any better ideas? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:25, 21 July 2014 (UTC)&lt;br /&gt;
::: I think it makes sense to only have the checks happen in the main namespace. We can discuss more on github if you want. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:27, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot confirm email address ==&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=140530.0#msg5470497 It's been mentioned on the forum], and I thought I'd let you know here, since I see it too.&lt;br /&gt;
&lt;br /&gt;
When I went to the page to start the confirmation process, I was told the email had already been sent. After waiting quite a while without anything, I decided to ask for another email, and that's when I encountered this error:&lt;br /&gt;
&lt;br /&gt;
:Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
:Mailer returned: Unknown error in PHP's mail() function.&lt;br /&gt;
&lt;br /&gt;
Hopefully this will be an easy fix, sorry I don't have anything more specific for you to follow up on. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 00:00, 14 July 2014 (UTC)&lt;br /&gt;
:Thanks for the heads up. I'm aware of the issue but have not had the time yet to diagnose and fix - I am planning on spending some time with it this upcoming week. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:33, 14 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Still broken. [[User:Atheistcanuck|Atheistcanuck]] ([[User talk:Atheistcanuck|talk]]) 21:38, 31 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode redirect ==&lt;br /&gt;
&lt;br /&gt;
For some reason [[adventure mode]] redirects to the 0.34.11 adventurer mode page, so I went to see if I could change this. Apparently, it contains a redirect to [[adventurer mode]], which redirects to the DF2014 page. I'm not quite sure what's going on here, so I thought I should bring this up. It's perhaps related to why the [[adventure mode]] links in [[DF2014:Adventure mode quick start]] are red, which is why I was looking into it in the first place. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 23:07, 15 July 2014 (UTC)&lt;br /&gt;
:This should be fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:12, 21 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BriessBot ==&lt;br /&gt;
&lt;br /&gt;
Something is fishy with your unrating script. http://dwarffortresswiki.org/index.php?title=DF2014:Dolomite&amp;amp;diff=204130&amp;amp;oldid=202335 [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 22:07, 25 July 2014 (UTC)&lt;br /&gt;
: Derp. I'll have to look into fixing this. Although it may be easier to just fix it manually? Oh never mind there are A BAZILLION PAGES. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:23, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing image ==&lt;br /&gt;
&lt;br /&gt;
[[:File:Seed0volcano.png]] (reported at [[Talk:Seed archive]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 29 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image brokenness ==&lt;br /&gt;
&lt;br /&gt;
Back in 2012, DrSazar added the poorly-named [http://dwarffortresswiki.org/index.php/File:Sperm.jpg [File:Sperm.jpg], a photograph of a sperm whale. At some point after May 2013 the photograph [http://dwarffortresswiki.org/index.php?title=DF2014:Sperm_whale&amp;amp;oldid=203603 changed into an image of actual sperm], presumably drawn from wikimedia commons. The wiki software shouldn't be losing images, or replacing local images with reference images. It's not the only image that [http://dwarffortresswiki.org/index.php/Thread seems to be missing], either.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:05, 16 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[http://dwarffortresswiki.org/images/c/c7/Sperm.jpg Sperm.jpg] is still on the servers (as is its thumbnail). [http://dwarffortresswiki.org/images/2/23/Dyed_thread.png Dyed_thread.png] is also on the servers, but its thumbnail appears to be missing. I'll try rebuilding the image table to see if that fixes anything. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:20, 16 November 2014 (UTC)&lt;br /&gt;
::Dyed_thread.png has been fixed. I'm still not sure what's wrong with Sperm.jpg - it's stored on the server, but Mediawiki doesn't seem to be recognizing it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:28, 16 November 2014 (UTC)&lt;br /&gt;
:::Mediawiki Commons has a history of being entirely dumb. I moved the page; I think it's possible that busting the thumbnails could theoretically fix it, but I'm not sure. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:40, 17 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cloning the wiki ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess! lethosor directed me here from IRC.&lt;br /&gt;
&lt;br /&gt;
Making the wiki available offline has been discussed before by many different people. [http://sebsauvage.net/wiki/doku.php?id=df_portable_wiki Some even manage] something almost useful. You've helped the situation by making the XML dumps available, however so much information in the wiki is locked behind templates that depend on custom PHP extensions to expand properly. I want to pick up this torch and produce something usable and useful for everyone.&lt;br /&gt;
&lt;br /&gt;
My plan is simple.&lt;br /&gt;
&lt;br /&gt;
# Massage the DF2014 namespace into a set of static HTML documents&lt;br /&gt;
# Bundle these documents in [http://kapeli.com/docsets the docset format]&lt;br /&gt;
# Release the docset in [http://kapeli.com/dash Dash] on OSX and [zealdocs.org Zeal] on Windows and Linux.&lt;br /&gt;
&lt;br /&gt;
Dash/Zeal provide fast instant search and they're designed for searching through sets of documents already.&lt;br /&gt;
&lt;br /&gt;
Step 1 is where all the work takes place of course. I want to do it in a way that is as light on the existing infrastructure as possible. Using the [http://dwarffortresswiki.org/api.php wiki's API] and the [https://www.mediawiki.org/wiki/API:Expandtemplates action:expandtemplates] feature, I can expand the XML dump into rendered HTML. But this is essentially scraping the wiki, which isn't good.&lt;br /&gt;
&lt;br /&gt;
Instead, I would like to setup my own instance of the wiki and run all the processing locally.&lt;br /&gt;
&lt;br /&gt;
'''So my question for you is''', can you kindly give the assets needed to setup a clone of the wiki? AFAIK, all I need to make a facsimile of the wiki is:&lt;br /&gt;
&lt;br /&gt;
# the custom CSS theme&lt;br /&gt;
# a list of extensions you have installed (and their source if necessary)&lt;br /&gt;
# anything else I don't know about that affects the content generation&lt;br /&gt;
&lt;br /&gt;
I noticed that some of the custom extensions are available [https://github.com/DF-Wiki on github], but is that all of them?&lt;br /&gt;
&lt;br /&gt;
Cheers, [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;br /&gt;
&lt;br /&gt;
edit: - I forgot to mention images. I plan to support an image-less version of the docset at first that will load the images opportunistically if the internet is available. Eventually, if you don't mind, I'll fetch images in bulk from the wiki (respecting the cache and expiry headers of course).&lt;br /&gt;
&lt;br /&gt;
Briess - I was thinking of putting some of the settings we use on Github, like WMF's [http://noc.wikimedia.org/conf/highlight.php?file=InitialiseSettings.php InitialiseSettings.php]. Thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:40, 6 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Rmblr - what custom CSS theme are you referring to? Aside from [[Mediawiki:Common.css]], I don't believe we've made any modifications to the Vector theme. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 6 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lethosor - I assumed you were using some custom CSS to display things like ASCII tiles, stone infoboxes, etc. Is that not the case? [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;br /&gt;
:Oh. If you're referring to diagrams, you can find the relevant CSS in the [https://github.com/DF-Wiki/DFDiagram/blob/master/modules/ext.DFDiagram.css DFDiagram extension] (they're converted into &amp;amp;lt;canvas&amp;gt; elements on the client side by default, but you can disable that in your [[Special:Preferences#mw-prefsection-dfdiagram|preferences]] or simply by parsing the wikitext, which should generate a HTML table instead). Other than that, most CSS is stored in templates (although it can be several levels down - infoboxes use {{tl|infoheader}}, {{tl|infocell}}, etc.). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:38, 7 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
: That's reasonable to me. Let's take discussion of what to do for this to the github issues tracker. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:50, 10 December 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Email problems ==&lt;br /&gt;
&lt;br /&gt;
Ohey, New here. Made an account yesterday, and inserted my email adress where it belonged, and then the wiki returned this:&lt;br /&gt;
Error sending mail: Unknown error in PHP's mail() function.&lt;br /&gt;
Same happened for my other email account... Any ideas? &lt;br /&gt;
[[User:Su8perkillr|Su8perkillr]] ([[User talk:Su8perkillr|talk]]) 14:33, 3 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Email features are currently broken ([[#Cannot_confirm_email_address|see above]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:50, 3 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, sorry for my blindness... I thought I saw no such thread above. Thanks though! [[User:Su8perkillr|Su8perkillr]] ([[User talk:Su8perkillr|talk]]) 20:02, 3 February 2015 (UTC)&lt;br /&gt;
::No worries. I need to fix it but haven't had time to work on it recently. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 18:36, 10 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error on page; image missing ==&lt;br /&gt;
&lt;br /&gt;
The page &amp;quot;http://dwarffortresswiki.org/index.php/DF2014:Pasture&amp;quot; is generating the following error, towards the top of the page ...&lt;br /&gt;
&lt;br /&gt;
''Error creating thumbnail: convert: unable to open image `/var/www/dfwiki/images/6/62/Roach.png': No such file or directory @ error/blob.c/OpenBlob/2638.&lt;br /&gt;
convert: unable to open file `/var/www/dfwiki/images/6/62/Roach.png' @ error/png.c/ReadPNGImage/3667.&lt;br /&gt;
convert: no images defined `/tmp/transform_3d58c9a26907-1.png' @ error/convert.c/ConvertImageCommand/3044.''&lt;br /&gt;
-- Should be fixed. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 19:09, 20 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Password reset ==&lt;br /&gt;
&lt;br /&gt;
Sorry for the inconvenience - I've lost the password to my account [[User:FangXianfu|FangXianfu]]. Hopefully you have an email address on record for me &amp;amp; I still have access to it - most of them redirect to fang dot xianfu at gmail dot com, where you can reach me if you need to. Thanks --[[Special:Contributions/92.28.199.77|92.28.199.77]] 10:55, 3 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I sent a new password to an email at ironicorbit.org. If that doesn't work, I can try the email above or send it to your account on the forums (Xinael?). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:28, 3 May 2015 (UTC)&lt;br /&gt;
:: Note to self: really really really really badly need to fix the email services --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:42, 30 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't upload files  ==&lt;br /&gt;
I wanted to upload an image about picking bioms for the Quickstart page, but I’m not allowed to. At the time my account was created, the site engine said that it cannot send me a confirmation email because of mail() function. Here’s the image I wanted to add, please use: http://i.imgur.com/0vSEzyZ.png .&lt;br /&gt;
--[[User:Tijagi|Tijagi]] ([[User talk:Tijagi|talk]]) 06:30, 23 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress French wiki ==&lt;br /&gt;
&lt;br /&gt;
Hello Briess, &lt;br /&gt;
&lt;br /&gt;
Do you know who runs the French DW wiki ? It seems impossible to register for that site ( trying to register gets this error : &amp;quot; Fatal error: Call to a member function xpath() on a non-object in /home/librejeu/dwarffortress/wiki/extensions/ConfirmEdit/Asirra.class.php on line 52 &amp;quot; )  and my login from this wiki doesn't work there . &lt;br /&gt;
&lt;br /&gt;
We've got a Facebook group going and some people want to contribute to that site .&lt;br /&gt;
&lt;br /&gt;
== wiki dump available? ==&lt;br /&gt;
&lt;br /&gt;
hey i have an old wiki dump of dwarf fortress that i use through WikiTaxi, was trying to find the dump database to get a newer version but couldn't locate it&lt;br /&gt;
&lt;br /&gt;
== Confirmation email won't send ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess, my account won't send a confirmation email, says something about a PHP error. I rechecked the email address, but it seems to be correct.&lt;br /&gt;
Thanks, KT&lt;br /&gt;
&lt;br /&gt;
== Main page interwiki ==&lt;br /&gt;
&lt;br /&gt;
Could we get these interwiki link added to the main page?&lt;br /&gt;
* [http://wikiwiki.jp/dwarffort/ jp]&lt;br /&gt;
* [http://pl.dwarffortress.wikia.com/ pl]&lt;br /&gt;
* [http://español.dwarf-fortress.info/wiki es]&lt;br /&gt;
[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 00:02, 18 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image problems ==&lt;br /&gt;
&lt;br /&gt;
[http://dwarffortresswiki.org/index.php/Main_Page/gallery Various images on the wiki] have again gone missing.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:41, 10 September 2017 (UTC)|&lt;br /&gt;
:Looking now. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:43, 11 September 2017 (UTC)&lt;br /&gt;
::This has been resolved. Thanks for the heads up! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:40, 11 September 2017 (UTC)&lt;br /&gt;
:::Now it affects [http://dwarffortresswiki.org/index.php/Tileset_repository Tileset repository] (&amp;amp; few other related, like [http://dwarffortresswiki.org/index.php/DF2014:Graphics_set_repository Graphics set repository]). --[[User:McNattfarinn|McNattfarinn]] ([[User talk:McNattfarinn|talk]]) 08:53, 19 January 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Business Inquiry ==&lt;br /&gt;
&lt;br /&gt;
Hello Briess,&lt;br /&gt;
&lt;br /&gt;
I am trying to find a good way to get in touch with you, preferably through email so that I can talk to you about a business opportunity with the wiki. Please let me know the best way to get in touch with you.&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
== Getting In Touch ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess,&lt;br /&gt;
&lt;br /&gt;
I am trying to get in touch with you regarding a few questions I have about the wiki. Can you please email me back at mbarr@sovrn.com?&lt;br /&gt;
&lt;br /&gt;
Looking forward to speaking with you!&lt;br /&gt;
&lt;br /&gt;
Thank you,&lt;br /&gt;
Melissa&lt;br /&gt;
&lt;br /&gt;
== Hi Briess, I have a question about a References/Sources Page for DF Modders (Real Quick Question) ==&lt;br /&gt;
&lt;br /&gt;
I'm creating a Tileset for DF and I'm now trying to go back and sight references for tilesets that I pulled tiles/content from. I thought that it might be a cool idea if there was a hosted page on the WIKI were DF modifications could be listed as &amp;quot;Free for Use, just sight Author&amp;quot; or &amp;quot;Proprietary: DON'T USE MY WORK w/o permission&amp;quot;. Maybe with an included link to the latest version of the mod. I wouldn't mind doing the leg work on this if its something your on board with. Please let me. Thanks.&lt;br /&gt;
&lt;br /&gt;
-Dragonmaster13&lt;br /&gt;
&lt;br /&gt;
== Please use HTTPS ==&lt;br /&gt;
&lt;br /&gt;
Hey Briess.&lt;br /&gt;
&lt;br /&gt;
Could you please set up a TLS certificate for the forum?&lt;br /&gt;
&lt;br /&gt;
I don't like seeing NOT SECURE everytime I visit the forum.&lt;br /&gt;
&lt;br /&gt;
* Is there any update on this? [[User:Solters|Solters]] ([[User talk:Solters|talk]]) 05:21, 8 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wondering if I can have a permission to translate this wiki into Korean ==&lt;br /&gt;
&lt;br /&gt;
There are Russian, French, and I've seen a dwarf asking for a Japanese in Talk:Main_Page(but seems like no one has replied yet)&lt;br /&gt;
There might be some limitations since I don't understand 100% about some mods and minecart logics and I'm not an expert translator, but I wish I could do this work. :9&lt;br /&gt;
Thanks. - bluebird9281.&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potash&amp;diff=212543</id>
		<title>Potash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potash&amp;diff=212543"/>
		<updated>2014-11-28T23:42:16Z</updated>

		<summary type="html">&lt;p&gt;Solters: fixed broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine|09:38, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''[[Wikipedia:Potash|Potash]]''' is created from [[ash]] or [[lye]] at an [[ashery]] by a dwarf with the [[potash maker|potash making]] labor enabled.  Potash can be used to [[Farming#Yield and Fertilization|fertilize a farm plot]], to increase stack size of harvested plants, or be refined into [[pearlash]].&lt;br /&gt;
&lt;br /&gt;
Potash comes in [[bar]]s, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|POTASH}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=210787</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=210787"/>
		<updated>2014-09-07T23:56:01Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Linux */  added link for linux updater script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version from the links at the top of this page.&lt;br /&gt;
&lt;br /&gt;
Windows users should generally download one of the &amp;quot;Main&amp;quot; (SDL) versions (listed in the first row), unless the &amp;quot;Legacy&amp;quot; version is required for some reason. The &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; links are mirrors (but should be identical to their Bay12-hosted counterparts), and the &amp;quot;Small&amp;quot; link does not include [[music|sound]].&lt;br /&gt;
&lt;br /&gt;
Mac and Linux users should generally download the SDL version for their platform. While it is possible to run the Windows version under wine, it is often slower and less stable than the native version.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
These packages include the game as well as several utilities and graphics sets, configurable with an included launcher.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Dwarf Fortress Starter Pack] (Windows) - A more comprehensive, and more importantly, up-to-date implementation of LusasUP's original Lazy Newb Pack.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 Fricy's MacNewbie] - essentially a very well maintained Lazy Newb Pack, for OS X.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] - a basic but well maintained package for Linux&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792 Andrewd's Linux Lazy Newb Pack] - '''unmaintained''' but supports DF 0.34.11. This will also try to find missing dependencies and so on. &lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]] and [[Tilesets|tilesets]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
For development purposes (such as changing libraries or patching), you may want to install [http://developer.apple.com Apple's developer tools].&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to download [http://xquartz.macosforge.org/landing/ XQuartz] to run Dwarf Fortress, which is no longer bundled with OS X by default.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call &lt;br /&gt;
'wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2'&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
To fix this problem run the following command in a new terminal:&lt;br /&gt;
&lt;br /&gt;
Ubuntu 14 (or systems without ia32-libs):&lt;br /&gt;
 sudo apt-get install libgtk2.0-0:i386 libglu1-mesa:i386 libsdl-image1.2:i386 libsdl-sound1.2:i386 libsdl-ttf2.0-0:i386&lt;br /&gt;
Ubuntu 13 and below:&lt;br /&gt;
 sudo apt-get install ia32-libs libsdl-image1.2 libsdl-sound1.2 libsdl-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the last command has finished (it should take about 5-10 minutes) go back to the old terminal and retry the ./df command.&lt;br /&gt;
&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself - or use the [http://dffd.wimbli.com/file.php?id=9639 Linux Updater Script]. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
Alternatively, downloading the windows version and running it with the wine emulator works fine. This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
&lt;br /&gt;
=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 x86_64&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 i686&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
==== How-to for Debian and similar ====&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
After doing this, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
=== Install on Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing to the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Sy&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and you graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
If you have ATI graphics install lib32-catalyst-utils with:&lt;br /&gt;
  pacman -S lib32-catalyst-utils &lt;br /&gt;
If you have problems finding the above driver, please note that the proprietary catalyst driver is no longer available within the main arch repositories. So you have to install the above package from the AUR. Please consider the arch wiki pages for more details.&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run thanks to FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver.&lt;br /&gt;
Then, copy DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Arena.txt&amp;diff=210784</id>
		<title>v0.34:Arena.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Arena.txt&amp;diff=210784"/>
		<updated>2014-09-07T21:16:44Z</updated>

		<summary type="html">&lt;p&gt;Solters: to correct subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Object testing arena#Modifying the Arena layout]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Arena.txt&amp;diff=210783</id>
		<title>v0.34:Arena.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Arena.txt&amp;diff=210783"/>
		<updated>2014-09-07T21:15:37Z</updated>

		<summary type="html">&lt;p&gt;Solters: redirected to description of arena.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Object testing arena]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=210782</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=210782"/>
		<updated>2014-09-07T21:13:30Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version from the links at the top of this page.&lt;br /&gt;
&lt;br /&gt;
Windows users should generally download one of the &amp;quot;Main&amp;quot; (SDL) versions (listed in the first row), unless the &amp;quot;Legacy&amp;quot; version is required for some reason. The &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; links are mirrors (but should be identical to their Bay12-hosted counterparts), and the &amp;quot;Small&amp;quot; link does not include [[music|sound]].&lt;br /&gt;
&lt;br /&gt;
Mac and Linux users should generally download the SDL version for their platform. While it is possible to run the Windows version under wine, it is often slower and less stable than the native version.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
These packages include the game as well as several utilities and graphics sets, configurable with an included launcher.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Dwarf Fortress Starter Pack] (Windows) - A more comprehensive, and more importantly, up-to-date implementation of LusasUP's original Lazy Newb Pack.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 Fricy's MacNewbie] - essentially a very well maintained Lazy Newb Pack, for OS X.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] - a basic but well maintained package for Linux&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792 Andrewd's Linux Lazy Newb Pack] - '''unmaintained''' but supports DF 0.34.11. This will also try to find missing dependencies and so on. &lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]] and [[Tilesets|tilesets]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
For development purposes (such as changing libraries or patching), you may want to install [http://developer.apple.com Apple's developer tools].&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to download [http://xquartz.macosforge.org/landing/ XQuartz] to run Dwarf Fortress, which is no longer bundled with OS X by default.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call &lt;br /&gt;
'wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2'&lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
To fix this problem run the following command in a new terminal:&lt;br /&gt;
&lt;br /&gt;
Ubuntu 14 (or systems without ia32-libs):&lt;br /&gt;
 sudo apt-get install libgtk2.0-0:i386 libglu1-mesa:i386 libsdl-image1.2:i386 libsdl-sound1.2:i386 libsdl-ttf2.0-0:i386&lt;br /&gt;
Ubuntu 13 and below:&lt;br /&gt;
 sudo apt-get install ia32-libs libsdl-image1.2 libsdl-sound1.2 libsdl-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the last command has finished (it should take about 5-10 minutes) go back to the old terminal and retry the ./df command.&lt;br /&gt;
&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
Alternatively, downloading the windows version and running it with the wine emulator works fine. This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
&lt;br /&gt;
=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 x86_64&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 i686&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
==== How-to for Debian and similar ====&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
After doing this, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
=== Install on Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing to the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Sy&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and you graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
If you have ATI graphics install lib32-catalyst-utils with:&lt;br /&gt;
  pacman -S lib32-catalyst-utils &lt;br /&gt;
If you have problems finding the above driver, please note that the proprietary catalyst driver is no longer available within the main arch repositories. So you have to install the above package from the AUR. Please consider the arch wiki pages for more details.&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run thanks to FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver.&lt;br /&gt;
Then, copy DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=210781</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=210781"/>
		<updated>2014-09-07T21:12:51Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Linux */  added wget instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
= Download =&lt;br /&gt;
You can always get Dwarf Fortress as [[Main:Toady One|Toady One]], the developer, released it from the [http://www.bay12games.com/dwarves/ Bay12 site] (listed at the top of the page).&lt;br /&gt;
&lt;br /&gt;
You can also download the latest version from the links at the top of this page.&lt;br /&gt;
&lt;br /&gt;
Windows users should generally download one of the &amp;quot;Main&amp;quot; (SDL) versions (listed in the first row), unless the &amp;quot;Legacy&amp;quot; version is required for some reason. The &amp;quot;1&amp;quot; and &amp;quot;2&amp;quot; links are mirrors (but should be identical to their Bay12-hosted counterparts), and the &amp;quot;Small&amp;quot; link does not include [[music|sound]].&lt;br /&gt;
&lt;br /&gt;
Mac and Linux users should generally download the SDL version for their platform. While it is possible to run the Windows version under wine, it is often slower and less stable than the native version.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
These packages include the game as well as several utilities and graphics sets, configurable with an included launcher.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant's Dwarf Fortress Starter Pack] (Windows) - A more comprehensive, and more importantly, up-to-date implementation of LusasUP's original Lazy Newb Pack.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 Fricy's MacNewbie] - essentially a very well maintained Lazy Newb Pack, for OS X.&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=140966 Beautato's Linux Lazy Newb Pack] - a basic but well maintained package for Linux&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792 Andrewd's Linux Lazy Newb Pack] - '''unmaintained''' but supports DF 0.34.11. This will also try to find missing dependencies and so on. &lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress community often creates custom [[Graphics set repository|graphics sets]] and [[Tilesets|tilesets]]. They're like graphical mods that make DF look prettier or just different. A lot of people pack the game folder with the tileset installed and everything already set up, so all you have to do is extract and play. Among the most popular of these are [http://www.bay12forums.com/smf/index.php?topic=53180.0 Ironhand's Graphics Set] and [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set].  Most notable graphics sets are included in the packs above.&lt;br /&gt;
&lt;br /&gt;
= Installation =&lt;br /&gt;
:''Also see: [[System requirements]]''&lt;br /&gt;
&lt;br /&gt;
== Windows ==&lt;br /&gt;
&lt;br /&gt;
There is no installer for the game. Simply extract the archive file to a folder somewhere and run the game from within the folder.&lt;br /&gt;
&lt;br /&gt;
Make sure to actually ''extract'' the archive; do not just open the archive and run the game from the window that appears. If you do this then it may appear to work, but your save game data will get discarded. This is the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. The game also needs to be able to write to its own folder, so do '''not''' install it in C:\Program Files if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not a single application bundle, but like the Windows version it consists of a folder containing the application along with data files and there is no installer. The entire folder can be dragged into the Applications folder or placed elsewhere. As with the Windows version, the game must be able to write to its own folder.&lt;br /&gt;
&lt;br /&gt;
To start the game execute the launch script &amp;quot;df&amp;quot;. Launching &amp;quot;dwarfort.exe&amp;quot; by itself will ''not'' work (since the &amp;quot;df&amp;quot; script sets up [[wikipedia:environment variables|environment variables]] pointing to DF's libraries).&lt;br /&gt;
&lt;br /&gt;
For development purposes (such as changing libraries or patching), you may want to install [http://developer.apple.com Apple's developer tools].&lt;br /&gt;
&lt;br /&gt;
On OS X 10.8 and above, you will need to download [http://xquartz.macosforge.org/landing/ XQuartz] to run Dwarf Fortress, which is no longer bundled with OS X by default.&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
The Linux version of the game is shipped as a compiled 32-bit x86 (Intel/AMD) application. It will also run on a system with a 64-bit AMD or Intel processor and a 64-bit kernel, provided that you have the (32-bit) shared libraries available that the program needs.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress for Linux is meant to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to login and get to a command prompt.  At least in the default mode, however, Dwarf Fortress is an X client (graphical desktop) program, so you should be in a terminal inside an X session before starting the game.  Dwarf Fortress will create a new X window outside of the terminal window, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
*'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage], or from the terminal call &lt;br /&gt;
{{Smallcaps|wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2}} &lt;br /&gt;
* '''Unpacking''': Dwarf Fortress is shipped as a (bzip2) compressed tar archive.  It will extract into a new directory called '''df_linux'''.  So, cd to wherever you want the game to be unpacked, and then run '''tar xjf /path/to/df_XX_YY_linux.tar.bz2''' (where df_XX_YY_linux.tar.bz2 is the filename).  Then run '''cd df_linux''' to change into the new directory.&lt;br /&gt;
* '''Running''': Run '''./df''' to execute the Dwarf Fortress wrapper script.&lt;br /&gt;
* '''Troubleshooting''': If you get an error like this:&lt;br /&gt;
 ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_image-1.2.so.0:&lt;br /&gt;
 cannot open shared object file: No such file or directory&lt;br /&gt;
: it means that your system is missing one or more shared libraries.&lt;br /&gt;
&lt;br /&gt;
To fix this problem run the following command in a new terminal:&lt;br /&gt;
&lt;br /&gt;
Ubuntu 14 (or systems without ia32-libs):&lt;br /&gt;
 sudo apt-get install libgtk2.0-0:i386 libglu1-mesa:i386 libsdl-image1.2:i386 libsdl-sound1.2:i386 libsdl-ttf2.0-0:i386&lt;br /&gt;
Ubuntu 13 and below:&lt;br /&gt;
 sudo apt-get install ia32-libs libsdl-image1.2 libsdl-sound1.2 libsdl-ttf2.0-0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the last command has finished (it should take about 5-10 minutes) go back to the old terminal and retry the ./df command.&lt;br /&gt;
&lt;br /&gt;
* '''Upgrading''': Since every new version of Dwarf Fortress unpacks in a directory named '''df_linux''' you have to manage upgrades yourself. As on all systems, you should '''not''' unpack a new version of DF on top of an old version's directory -- this will cause things to break, usually in subtle and mysterious ways.  Instead, you should either delete or rename the old '''df_linux''' directory first, before extracting the new version.&lt;br /&gt;
&lt;br /&gt;
Alternatively, downloading the windows version and running it with the wine emulator works fine. This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
If you get errors, it is likely that others will have had the same problem; Try searching the bay12games forum with the error message.&lt;br /&gt;
&lt;br /&gt;
=== 32-bit vs. 64-bit systems ===&lt;br /&gt;
&lt;br /&gt;
Modern desktop PCs (of the Intel/AMD persuasion) contain CPUs that can run in either 32-bit or 64-bit modes.  When you install Linux, you choose one of these architectures.  The programs on your system will then be compiled either for the 32-bit (i386, x86) arch, or the 64-bit (amd64, x86_64) arch.  If you've forgotten which one you have, you can check:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 x86_64&lt;br /&gt;
&lt;br /&gt;
The above would indicate a 64-bit system.  Here's one from a 32-bit system:&lt;br /&gt;
&lt;br /&gt;
 $ uname -m&lt;br /&gt;
 i686&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is compiled for 32-bit systems, so if you're on a 32-bit system, things will be slightly easier.  If you are getting errors about missing SDL_image libraries (etc.) then you simply need to install them.  Use your distribution's package manager for this -- details will be extremely distribution-specific.  You don't need the development versions of the packages with the headers (although that won't hurt) -- you just need the runtime versions, with the actual shared libraries.&lt;br /&gt;
&lt;br /&gt;
If you're on a 64-bit system, then things get a bit trickier.  Since DF is a 32-bit application, it needs 32-bit versions of the shared libraries.  Some Linux distributions provide these in one or more packages that you can download.  For example, in Debian, the ia32-libs package contains most of the common 32-bit libraries, including libSDL. If your distribution does not include these, then you may have to supply them manually.&lt;br /&gt;
&lt;br /&gt;
==== How-to for Debian and similar ====&lt;br /&gt;
&lt;br /&gt;
On Ubuntu/Debian and its derivatives, installing 32-bit libraries is as easy as appending &amp;quot;:i386&amp;quot; to the name of the library.  For libsdl-image and libsdl-ttf, this amounts to:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dpkg --add-architecture i386&lt;br /&gt;
  $ sudo apt-get update&lt;br /&gt;
  $ sudo apt-get install libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libjpeg62:i386 libglu1-mesa:i386 libopenal1:i386&lt;br /&gt;
&lt;br /&gt;
'''Sound'''&lt;br /&gt;
&lt;br /&gt;
After doing this, DF will run, but will complain that it cannot find the OpenAL library and cannot play sounds, even when OpenAL (i386) has been installed. This is due to a bug/feature in which there is no link from the name of the library that DF is looking for (&amp;quot;libopenal.so&amp;quot;) to its implementation (&amp;quot;libopenal.so.1&amp;quot; - technically another link). To fix this, simply provide the necessary links in DF's own ''libs'' directory:&lt;br /&gt;
&lt;br /&gt;
  $ cd df_linux/libs&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 ./libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 ./libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Manually installing 32-bit libraries ====&lt;br /&gt;
&lt;br /&gt;
If you do need to manually install the libraries, then the first step is to figure out where you will be putting them.  Check to see where your other 32-bit libraries are already installed; for example, on Debian, some are in /lib32 and others are in /usr/lib32.  Since libSDL is in /usr/lib32 on a Debian system, that's where we'll want to put libSDL_image and libSDL_ttf.  On other distributions, the path could be different.&lt;br /&gt;
&lt;br /&gt;
The second step is to get the 32-bit libraries.  You can typically do this by downloading them directly from your distribution's 32-bit package repository.  Again using Debian as our example, we can perform a search at http://packages.debian.org/ for files containing the word libSDL_image for the Intel x86 architecture.  This takes us to [http://packages.debian.org/search?searchon=contents&amp;amp;keywords=libSDL_image&amp;amp;mode=filename&amp;amp;suite=stable&amp;amp;arch=i386 a results page] from which we can proceed to [http://packages.debian.org/squeeze/libsdl-image1.2 the libsdl-image1.2 package page] with a list of download links arranged by architecture.  Grab the i386 package from here, and repeat this for the libSDL_ttf package, and whatever other library you are missing.  Store these package files somewhere convenient.&lt;br /&gt;
&lt;br /&gt;
The third step is to extract the libraries from the packages and get them in the proper location.  You probably ''won't'' be able simply to install the packages using your package manager, because they are for the wrong architecture.  Instead, you'll probably have to extract them by hand.  The steps for doing this are distribution-specific, so when in doubt consult your distribution's help resources.  I'll show the steps for a .deb package.&lt;br /&gt;
&lt;br /&gt;
* cd into some temporary working directory such as /tmp&lt;br /&gt;
* Extract the files from the .deb archive, which is in ar(1) format:&lt;br /&gt;
  tar x /path/to/libsdl-image1.2*_i386.deb&lt;br /&gt;
: This creates three files: debian-binary, control.tar.gz and data.tar.gz.  We only care about data.tar.gz.&lt;br /&gt;
* Extract data.tar.gz:&lt;br /&gt;
  tar xzf data.tar.gz&lt;br /&gt;
: This creates a subdirectory named usr with various files inside it.  We only care about usr/lib/libSDL_image-1.2.so.0.8.2 (or whatever precise version yours has).&lt;br /&gt;
* Move the shared library into place:&lt;br /&gt;
  sudo mv usr/lib/libSDL_image-1.2.so.* /usr/lib32/&lt;br /&gt;
* Create a symlink to it:&lt;br /&gt;
  cd /usr/lib32&lt;br /&gt;
  sudo ln -s libSDL_image-1.2.so.0.* libSDL_image-1.2.so.0&lt;br /&gt;
  cd -&lt;br /&gt;
&lt;br /&gt;
Repeat this for libSDL_ttf and whatever other libraries are required.&lt;br /&gt;
&lt;br /&gt;
'''NOTE''': If you get the error that libsndfile.so is not found, you must use the following:&lt;br /&gt;
  find */libsndfile.so*&lt;br /&gt;
cd to the correct directory, then use ln as shown above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Not found: /data/art/mouse.png&amp;quot; and similar errors ====&lt;br /&gt;
===== Fix 1: Preload zlib=====&lt;br /&gt;
Due to incompatibilities between DF's included zlib and newer versions of zlib, libpng can fail on newer systems. A solution is to add this line to the beginning of &amp;lt;code&amp;gt;/your/path/df_linux/df&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/your/path/df_linux/dfhack&amp;lt;/code&amp;gt; if you use [[DFHack]]):&lt;br /&gt;
 export LD_PRELOAD=/usr/lib/libz.so.1&lt;br /&gt;
Note that this path can vary - be sure that it is referring to a '''32-bit''' zlib.&lt;br /&gt;
===== Fix 2: Use bmp instead =====&lt;br /&gt;
Another solution (if preloading zlib doesn't work) is to force DF to use the BMP versions of image files. You must first edit the ''/data/init/init.txt'' file and change all occurrences of &amp;quot;png&amp;quot; to &amp;quot;bmp&amp;quot;. This should solve all the error messages except for one: &amp;quot;''Not found: data/art/mouse.png''&amp;quot; since there is no setting in the init files to change it. The workaround for this is to edit the ''Dwarf_Fortress'' file found in the ''/your/path/df_linux/libs'' folder which contains the setting for the mouse cursor.&lt;br /&gt;
If you don't know how to do that, you can try this:&lt;br /&gt;
* cd to the ''/df_linux/libs'' folder&lt;br /&gt;
* open ''Dwarf_Fortress'' in ''vi'' or any other editor of your choise:&lt;br /&gt;
  vi ./Dwarf_Fortress&lt;br /&gt;
: This opens the file for editing (text mode). If you are not familiar with ''vi'', it would be a good idea to follow these steps exactly and not press any other keys since they all activate specific commands. If you do press a key though, you can press the ''ESC key'' a few times to cancel the command.&lt;br /&gt;
* With vi open, write the following string and press ''Enter'':&lt;br /&gt;
  /mouse&lt;br /&gt;
: This will search for all the strings that contain the word &amp;quot;mouse&amp;quot; and place the cursor on the first match. Pressing the ''n key'' will cycle through all the matches.&lt;br /&gt;
* Press the ''n'' key until the cursor moves to the desired string, which is &amp;quot;''data/art/mouse.png''&amp;quot;. If you accidentally move past the string, you can cycle back through the matched strings using the ''N key'' (shift + n).&lt;br /&gt;
* Once you find the right string, you will have to move the cursor over the &amp;quot;p&amp;quot; in &amp;quot;[..]/mouse.&amp;lt;b&amp;gt;p&amp;lt;/b&amp;gt;ng&amp;quot;. You do that by pressing the ''l key'' which will move the cursor to the right. There is also the ''h key'' to move the cursor to the left, in case you move past it.&lt;br /&gt;
* With the cursor in the right position press the following key sequence:&lt;br /&gt;
  xxxibmp&lt;br /&gt;
: This will replace the ''.png'' extension with the ''.bmp'' one which solves the problem of the missing ''/data/art/mouse.png'' error.&lt;br /&gt;
* All there is left to do is to save the modifications to the file and quit ''vi''. For that, press the ''ESC key'' once or twice and then press the following key sequence after which you press ''Enter'':&lt;br /&gt;
  :wq&lt;br /&gt;
: This saves the changes and quits 'vi'&lt;br /&gt;
&lt;br /&gt;
Now the game should work properly. Have fun!&lt;br /&gt;
&lt;br /&gt;
=== Install on Arch Linux ===&lt;br /&gt;
Although Dwarf Fortress may be installed using the method above (with some modifications), it is available through pacman (Arch Linux's package management system), in the [community], for 32-bit, and the [multilib], for 64-bit, repositories. These packages are updated as Dwarf fortress is updated, and handle required dependencies.  &lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
All of the following commands must be run as root&lt;br /&gt;
&lt;br /&gt;
First, download and install Dwarf Fortress with pacman&lt;br /&gt;
  pacman -S dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
Next you need to add the user(s) that will be playing to the game to the games group&lt;br /&gt;
  gpasswd -a [users] games&lt;br /&gt;
&lt;br /&gt;
Any users you added to the games group must now be logged out, if they were logged in&lt;br /&gt;
&lt;br /&gt;
Now Dwarf Fortress should be playable by typing:&lt;br /&gt;
  dwarffortress&lt;br /&gt;
As any user in the games group&lt;br /&gt;
&lt;br /&gt;
==== 64-Bit ====&lt;br /&gt;
Installing Dwarf Fortress on 64-bit installs of Arch Linux is the same as installing it on 32-bit systems, with the exception of the [multilib] repository needing to be enabled prior to install.  &lt;br /&gt;
&lt;br /&gt;
These commands also must be run as root.&lt;br /&gt;
&lt;br /&gt;
To enable the [multilib] repository run:&lt;br /&gt;
  nano /etc/pacman.conf&lt;br /&gt;
And delete the pound symbol(#) in front of these three lines (Make sure the top one says #[multilib] NOT #[multilib-testing]&lt;br /&gt;
 #[multilib]&lt;br /&gt;
 #SigLevel = PackageRequired&lt;br /&gt;
 #Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
So that they look like this&lt;br /&gt;
 [multilib]&lt;br /&gt;
 SigLevel = PackageRequired&lt;br /&gt;
 Include = /etc/pacman.d/mirrorlist&lt;br /&gt;
Save the file by typing&lt;br /&gt;
  ctrl x&lt;br /&gt;
&lt;br /&gt;
Then run:&lt;br /&gt;
  pacman -Sy&lt;br /&gt;
&lt;br /&gt;
After that you can continue the install as detailed in the 32-bit section. Required 32-bit dependencies will automatically be installed, however you may have to install more dependencies, depending on what sound support you use, and you graphics card&lt;br /&gt;
&lt;br /&gt;
If you use alsa sound, install lib32-alsa-lib with:&lt;br /&gt;
  pacman -S lib32-alsa-lib&lt;br /&gt;
&lt;br /&gt;
If use use pulse sound install lib32-libpulse with:&lt;br /&gt;
  pacman -S lib32-libpulse&lt;br /&gt;
&lt;br /&gt;
If you have ATI graphics install lib32-catalyst-utils with:&lt;br /&gt;
  pacman -S lib32-catalyst-utils &lt;br /&gt;
If you have problems finding the above driver, please note that the proprietary catalyst driver is no longer available within the main arch repositories. So you have to install the above package from the AUR. Please consider the arch wiki pages for more details.&lt;br /&gt;
&lt;br /&gt;
If you have Nvidia graphics, install lib32-nvidia-utils with:&lt;br /&gt;
  pacman -S lib32-nvidia-utils&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&lt;br /&gt;
Although there is no official version ported to FreeBSD, Dwarf Fortress can nevertheless be run thanks to FreeBSD's compatibility with Linux. However, attempting to run the Linux version out of the blue will result in an error about missing library files. Such files must be downloaded from special linux-compatible packages or ports; using your preferred installation method, install the following:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff linux-f10-xorg-libs linux-sdl_ttf linux_base-f10 linux_dri linux-f10-libGLU&lt;br /&gt;
linux_dri might be optional if you have the NVIDIA driver.&lt;br /&gt;
Then, copy DF's own library files to the linux-compatible directory:&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo cp libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
You can then run df normally. Although it will likely display a bunch of warnings and errors about fonts, it should work. Note that due to the lack of a linux-f10-libsndfile port, the sound will not work. Requests are being made to [http://lists.freebsd.org/pipermail/freebsd-ports-bugs/2013-January/247698.html port] it, as well as a [https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=178474 DF] port itself.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
&lt;br /&gt;
Fortunately the documentation on this wiki is very detailed and extensive. You may want to start out with:&lt;br /&gt;
* [[Tutorials]]&lt;br /&gt;
* [[Quickstart_guide|Fortress Mode Quickstart Guide]]&lt;br /&gt;
* [[Adventure mode quick start|Adventure Mode Quickstart Guide]]&lt;br /&gt;
&lt;br /&gt;
Then move on to:&lt;br /&gt;
* [[Dwarf fortress mode|Fortress Mode reference]]&lt;br /&gt;
* [[Adventure mode|Adventure Mode reference]]&lt;br /&gt;
* [[Special:Search|Searching]] the wiki&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=210780</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=210780"/>
		<updated>2014-09-07T21:05:47Z</updated>

		<summary type="html">&lt;p&gt;Solters: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[List of user graphics sets|Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file (40d or earlier) or PNG file (v0.31+). Do NOT just change the extension to .bmp; you must use a program like MS paint or GIMP 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 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 keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;24&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=210459</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=210459"/>
		<updated>2014-08-31T16:38:49Z</updated>

		<summary type="html">&lt;p&gt;Solters: fixed ugly link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Masterwork|13:28, 28 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Utilities''' are third party applications useful for Dwarf Fortress players and modders, and this page serves as a list of them. Dwarf Fortress is a difficult game to play, and any help that can be had in the task is welcome help. This page lists utilities useful for modders and player alike. If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[DF2012:Graphics set repository|graphics set repositories]] have been given their own, separate page. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. To avoid namespace clutter websites ''are'' considered utilities, though they really aren't, and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
The [[Utilities#Lazy Newb Pack|Lazy Newb Pack]] is an effort to make Dwarf Fortress more accessible for new players by bundling and configuring utilities, graphics and tilesets, and extras such as reference material or more intuitive controls.  &lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=5663 Manila Launcher] ===&lt;br /&gt;
A Java interface that allows easy option toggling, update and devlog checking, and tileset, mod and color scheme switching.&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] ===&lt;br /&gt;
A commonly-used software bundle with a nice launcher. Allows to start playing DF really quickly on a new machine - no need to download and integrate [[Graphics set repository|tilesets]] and tools like Dwarf Therapist, SoundSense, etc. - or even know what you need to get.  The newer packs also include many third-party fixes for common bugs, which work automatically, and a large number of significant user interface improvements.  The launcher makes changing settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a game of Dwarf Fortress.  See the [[Utility:Lazy_Newb_Pack|Lazy Newb Pack]] page for more information, or the forum thread for your platform. &lt;br /&gt;
&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=126076 PeridexisErrant Lazy Newb Pack] (windows)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=128960 MacNewbie Pack] (OS X)&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=130792  Lazy Newb Pack Installer for Linux], abandoned&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140808.0 PyLNP] ===&lt;br /&gt;
A cross-platform LNP port, written in Python.&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Stonesense|Stonesense]] ===&lt;br /&gt;
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside Dwarf Fortress, and can follow the main game's view, updating in real time. It is included in DFHack, and can be opened by typing &amp;lt;code&amp;gt;stonesense&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ssense&amp;lt;/code&amp;gt; into the console window.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=63484 Fortress Overseer] ===&lt;br /&gt;
Fortress Overseer is the only 3D visualizer supporting v0.31. It has been completely rewritten and is currently updated to support v0.34.11 and v0.31.25. Overseer works indirectly, by using [[Utility:DFHack|DFHack]]'s &amp;lt;code&amp;gt;mapexport&amp;lt;/code&amp;gt; to export a file which can then be rendered in 3D.  DirectX 9 must be installed, though this requirement is not documented.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=70700.0 Isoworld] ===&lt;br /&gt;
Isoworld is an isometric world map viewer, which can display each of the detailed maps exported from Legends Mode. It also has a pictographic view which makes finding waterfalls easy.  &lt;br /&gt;
&lt;br /&gt;
Isoworld can link with [[Utility:DFHack|DFHack]] to display a game view at full spatial resolution in wider context, including tracking the game view.  This is particularly useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:SoundSense|SoundSense]] ===&lt;br /&gt;
&lt;br /&gt;
SoundSense is a tool that parses game logs and reacts to game events with sound effects, incidental music and dwarfy comments.  You can look it up on the [http://www.bay12forums.com/smf/index.php?topic=60287 forum thread], or directly download it at [http://df.zweistein.cz/soundsense/ the SoundSense homepage]. Due to it being written in Java, Soundsense is portable to all platforms.&lt;br /&gt;
&lt;br /&gt;
Due to development having slowed down, a [https://github.com/calmhorizons/soundsense fork] was released that most notably disables the broken auto-updater and adds the option to minimize Soundsense to the system tray.&lt;br /&gt;
&lt;br /&gt;
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
&lt;br /&gt;
===[[Utility:DFHack|DFHack]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:DFHack|DFHack]] is an advanced Dwarf Fortress memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Releases support versions up through 0.34.11 (as of June 22nd, 2012). Runs on Windows, Linux, and MacOS X.&lt;br /&gt;
&lt;br /&gt;
DFHack has an [http://www.bay12forums.com/smf/index.php?topic=139553.0 official forum thread].  Code and binary releases are available from the [https://github.com/DFHack/dfhack/downloads Github site].&lt;br /&gt;
&lt;br /&gt;
As of June 2014, the current version is r5; however there still may exist some compatiblity issues with plugins and scripts who have not been yet updated to r5 (because of development that has been halted for instance).&lt;br /&gt;
&lt;br /&gt;
Falconne's UI plugins work through DFHack, as do automation tools such as Autolabor, Workflow, Autobutcher, and many others.  &lt;br /&gt;
&lt;br /&gt;
==== DFHack User Interface Plugins ====&lt;br /&gt;
&lt;br /&gt;
===== [http://www.bay12forums.com/smf/index.php?topic=119575.0 Falconne's Plugins] =====&lt;br /&gt;
A collection of DFHack plugins that improve the in-game interface with features such as:&lt;br /&gt;
* Search function in screens with big lists.&lt;br /&gt;
* Ability to place furniture before it's built and have it automatically allocated when available.&lt;br /&gt;
* Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).&lt;br /&gt;
* Easier pasturing, live happiness monitor, mouse support, stocks dashboard.&lt;br /&gt;
&lt;br /&gt;
===== [http://www.bay12forums.com/smf/index.php?topic=124708 Autobutcher GUI] =====&lt;br /&gt;
&lt;br /&gt;
==== Binary patches ====&lt;br /&gt;
Binary patches are utilities made by users to fix known bugs that haven't been addressed by the development team yet. DF2014 is in active development, so there are no binary patches yet.&lt;br /&gt;
&lt;br /&gt;
==== Feature plugins ====&lt;br /&gt;
These plugins add features to the game.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116.0 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487.0 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155.0 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
==== Interaction plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135597.0 DFHack scripts designed for use in interactions as &amp;quot;spells&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous plugins ====&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=135506.0 DFHack script collection]&lt;br /&gt;
&lt;br /&gt;
==Dwarf Therapist==&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=122968 Dwarf Therapist]===&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. This version contains the &amp;quot;labor optimizer&amp;quot; semi-automatic labor management system. &lt;br /&gt;
&lt;br /&gt;
Splinterz' fork of Dwarf Therapist is the currently updated version, and available for Windows, Mac and GNU + Linux.  Besides the Bay12 forum thread, there's more information on the [https://github.com/splintermind/Dwarf-Therapist GitHub project page].&lt;br /&gt;
&lt;br /&gt;
The current version of Dwarf Therapist is [http://dffd.wimbli.com/file.php?id=9040 Windows 32Bit]&lt;br /&gt;
&lt;br /&gt;
====[[Dwarf Therapist Addons Repository]]====&lt;br /&gt;
&lt;br /&gt;
A collection of customizations for Dwarf Therapist submitted by the community.&lt;br /&gt;
&lt;br /&gt;
Addons include:&lt;br /&gt;
&lt;br /&gt;
* custom professions&lt;br /&gt;
* custom roles&lt;br /&gt;
* optimization plans&lt;br /&gt;
* filter scripts&lt;br /&gt;
* new grid views&lt;br /&gt;
&lt;br /&gt;
== Fortress layout tools ==&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=87731 DF Designator] ===&lt;br /&gt;
DF Designator helps you build fortresses from either image files or Quickfort .CSV files. It also has a user interface that allows you to assign hotkeys to blueprints and to combine blueprints in multi z-level designs. Windows, Mac and Linux versions are available.  DF Designator uses 'typewriter style' playback, and is thus very slow for large projects.  &lt;br /&gt;
&lt;br /&gt;
=== [http://www.joelpt.net/quickfort/ Quickfort] ===&lt;br /&gt;
&lt;br /&gt;
Quickfort is a utility for Dwarf Fortress that helps you build fortresses from &amp;quot;blueprint&amp;quot; .CSV files (comma separated values). These files are easily created and edited in an app like Excel. Most building-oriented DF commands are supported through the use of multiple .CSV files to describe the different phases of DF construction (designation, building, stockpiles, and making adjustments. Recent versions of Quickfort work by converting the blueprint into a native macro for Dwarf Fortress, then executing the macro.  This allows for enormously faster playback compared to early versions or DF Designator.  &lt;br /&gt;
&lt;br /&gt;
====[https://www.mediafire.com/folder/u38qsqr1bq6wu/Community_Quickfort_Blueprints_v2 Quickfort Community Blueprints]====&lt;br /&gt;
&lt;br /&gt;
A large collection of blueprints, published to remove the last hint of hassle in creating a fortress.  You can download the lot without a paid account [http://www.mediafire.com/download/n6im1ok6z02n8nc/Community_Quickfort_Blueprints_v2.zip here].&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=55025 ChromaFort]===&lt;br /&gt;
Chromafort is a tool designed to complement [[Utilities#Quickfort|Quickfort]], by converting images into quickfort-compatible .csv files.  It works with 24-bit bitmap (.bmp) files.  There are a number of known issues that can affect any image that is not square, and the size must be an exponent of two (8, 16, 32, 64...); other images may show nonexistent colours and/or come out highly distorted.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=138590 Picturefort]===&lt;br /&gt;
Picturefort is an attempt to make &amp;quot;Chromafort, but ''better''&amp;quot; - it performs the same function of converting an image to a [[Utilities#Quickfort|Quickfort]]-compatible .csv file.  Unlike Chromafort, Picturefort can handle a large number of image formats (though .bmp or .png are recommended); images can be of any shape and within reason size; and while as of May 2014 it is only available on Windows there are plans for a Linux version.&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===&lt;br /&gt;
&lt;br /&gt;
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
A tree-based raw files browser, editor and manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===&lt;br /&gt;
A python script that generates raws based on custom real-life material values.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===&lt;br /&gt;
A python script that generates random creature raws.&lt;br /&gt;
&lt;br /&gt;
== World Map / World Gen Tools ==&lt;br /&gt;
=== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ===&lt;br /&gt;
Requires an additional (tiny) download to be functional for current versions (40.#): [http://dffd.wimbli.com/file.php?id=8756 WorldGen.xml] .  Easy access to world settings for quick modification to allow highly customized world generation far easier and faster than DF's ingame advanced map maker.  [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
=== [http://pastebin.com/jdVKPzpt Fortress World Generator] ===&lt;br /&gt;
A bash script for automating world generation of large numbers of worlds on GNU/Linux.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=73095 Dwarf Map Maker] ===&lt;br /&gt;
A photoshop action script which turns legends mode exported maps into a much prettier fantasy map.  There is also a version available [http://www.bay12forums.com/smf/index.php?topic=73095.msg2261106#msg2261106 for GIMP].&lt;br /&gt;
&lt;br /&gt;
==Legends tools==&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=72702 Legends Viewer] ===&lt;br /&gt;
Legends Viewer loads up the legends you can export in a much more usable format than the legends mode of DF itself.  Legends viewer can open pages in new tabs, filter information on a wide range of criteria, and displays information on the map as well. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
It takes four files as input:  the legends xml file, the sites and pops text, world history text, and a map image.  It can load these separately, but it is recommended to load them as a single compressed archive (folder) - the xml can be multiple GB uncompressed for long histories, and reduce to less than 5% of its size.  &lt;br /&gt;
&lt;br /&gt;
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters.  This is caused by Workflow, which saves it's settings as unreadable historical figures.  There are several ways to fix this: &lt;br /&gt;
* Clear the workflow settings in fortress mode before exporting legends&lt;br /&gt;
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)&lt;br /&gt;
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=128932.0 World Viewer] ===&lt;br /&gt;
An alternative to Legends Viewer that most specifically features a timeline of historical events. Binaries are only available for Windows, as well as the source (written in C#).&lt;br /&gt;
&lt;br /&gt;
== Remote playing tools ==&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Dfterm3|dfterm]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote Dwarf Fortress playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on modern - or even played if a bluetooth keyboard is attached.  The web interface should work with Chrome or Firefox browsers, and there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.&lt;br /&gt;
&lt;br /&gt;
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===&lt;br /&gt;
&lt;br /&gt;
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===&lt;br /&gt;
A remote SSH-based Dwarf Fortress host software.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===&lt;br /&gt;
&lt;br /&gt;
The latest remote browser-based playing software.&lt;br /&gt;
&lt;br /&gt;
==Language tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===&lt;br /&gt;
A language creating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===&lt;br /&gt;
A language editing and translating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===&lt;br /&gt;
A little tool meant to prevent redundancy when importing or updating language files.&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===&lt;br /&gt;
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.&lt;br /&gt;
&lt;br /&gt;
==Announcement tools==&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===&lt;br /&gt;
&lt;br /&gt;
An alternative to DFMon written in Java (and thus portable to Linux and OS X).&lt;br /&gt;
&lt;br /&gt;
==Filesharing websites==&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&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;
== Other/miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===&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;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===&lt;br /&gt;
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarfs.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===&lt;br /&gt;
A python script that generates random names in the way of kobold utterances&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=717.0 CMVPlayer] === &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;/div&gt;</summary>
		<author><name>Solters</name></author>
	</entry>
</feed>