<?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=Su</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=Su"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Su"/>
	<updated>2026-05-13T14:58:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Su&amp;diff=275870</id>
		<title>User talk:Su</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Su&amp;diff=275870"/>
		<updated>2022-12-20T15:12:57Z</updated>

		<summary type="html">&lt;p&gt;Su: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Admin ==&lt;br /&gt;
&lt;br /&gt;
Might be useful to note that you are an [https://dwarffortresswiki.org/index.php?title=Special:ListUsers&amp;amp;group=sysop admin] of this wiki. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:33, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: huh, are you sure? we can't see ourselves on that list. [[User:Su|Su]] ([[User talk:Su|talk]]) 15:12, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox affiliate?  ==&lt;br /&gt;
&lt;br /&gt;
Not sure how are you affiliated with Kitfox, but any chance you know where Itch.Io puts its [[Game_folders_and_files|game files]] by default? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:35, 20 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
: aha, we're not affiliated, sorry for the confusion. by default we believe the itch.io app stores game files in `%APPDATA%/itch/apps`, at least on windows. it's been a while since we were able to access a working linux install, so not completely sure where they go over there. [[User:Su|Su]] ([[User talk:Su|talk]]) 15:12, 20 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_creatures&amp;diff=275852</id>
		<title>Template:V50 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_creatures&amp;diff=275852"/>
		<updated>2022-12-20T14:16:27Z</updated>

		<summary type="html">&lt;p&gt;Su: uhhh i don't know why that didn't work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = V50 creatures&lt;br /&gt;
| title = [[Creature]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle  = background-color: #d0e1d0;&lt;br /&gt;
&lt;br /&gt;
| group1 = {{Catlink|Races|Races}}&lt;br /&gt;
| list1  = {{Navbox|child&lt;br /&gt;
  | liststyle = text-align: left;&lt;br /&gt;
  | list1  = [[Dwarf]]{{*}} [[Elf]]{{*}} [[Goblin]]{{*}} [[Human]]{{*}} [[Kobold]]&lt;br /&gt;
  | list2  = [[Amphibian man]]{{*}} [[Antman]]{{*}} [[Bat man]]{{*}} [[Cave fish man]]{{*}} [[Cave swallow man]]{{*}} [[Olm man]]{{*}} [[Reptile man]]{{*}} [[Rodent man]]{{*}} [[Serpent man]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| group2 = Birds&lt;br /&gt;
| list2  = [[Albatross]] ([[albatross man|man]]{{*}} [[giant albatross|giant]]){{*}} [[Barn owl]] ([[barn owl man|man]]{{*}} [[giant barn owl|giant]]){{*}} [[Blue jay]] ([[bluejay man|man]]{{*}} [[giant bluejay|giant]]){{*}} [[Bushtit]] ([[bushtit man|man]]{{*}} [[giant bushtit|giant]]){{*}} [[Cardinal]] ([[cardinal man|man]]{{*}} [[giant cardinal|giant]]){{*}} [[Cassowary]] ([[cassowary man|man]]{{*}} [[giant cassowary|giant]]){{*}} [[Cockatiel]] ([[cockatiel man|man]]{{*}} [[giant cockatiel|giant]]){{*}} [[Crow]] ([[crow man|man]]{{*}} [[giant crow|giant]]){{*}} [[Eagle]] ([[eagle man|man]]{{*}} [[giant eagle|giant]]){{*}} [[Emu]] ([[emu man|man]]{{*}} [[giant emu|giant]]){{*}} [[Grackle]] ([[grackle man|man]]{{*}} [[giant grackle|giant]]){{*}} [[Great horned owl]] ([[great horned owl man|man]]{{*}} [[giant great horned owl|giant]]){{*}} [[Grey parrot]] ([[grey parrot man|man]]{{*}} [[giant grey parrot|giant]]){{*}} [[Hornbill]] ([[hornbill man|man]]{{*}} [[giant hornbill|giant]]){{*}} [[Kakapo]] ([[kakapo man|man]]{{*}} [[giant kakapo|giant]]){{*}} [[Kea]] ([[kea man|man]]{{*}} [[giant kea|giant]]){{*}} [[Kestrel]] ([[kestrel man|man]]{{*}} [[giant kestrel|giant]]){{*}} [[Kiwi]] ([[kiwi man|man]]{{*}} [[giant kiwi|giant]]){{*}} [[Loon]] ([[loon man|man]]{{*}} [[giant loon|giant]]){{*}} [[Lorikeet]] ([[lorikeet man|man]]{{*}} [[giant lorikeet|giant]]){{*}} [[Magpie]] ([[magpie man|man]]{{*}} [[giant magpie|giant]]){{*}} [[Masked lovebird]] ([[masked lovebird man|man]]{{*}} [[giant masked lovebird|giant]]){{*}} [[Oriole]] ([[oriole man|man]]{{*}} [[giant oriole|giant]]){{*}} [[Osprey]] ([[osprey man|man]]{{*}} [[giant osprey|giant]]){{*}} [[Ostrich]] ([[ostrich man|man]]{{*}} [[giant ostrich|giant]]){{*}} [[Parakeet]] ([[parakeet man|man]]{{*}} [[giant parakeet|giant]]){{*}} [[Peach-faced lovebird]] ([[peach-faced lovebird man|man]]{{*}} [[giant peach-faced lovebird|giant]]){{*}} [[Penguin]] ([[little penguin|little]]{{*}} [[emperor penguin|emperor]]{{*}} [[Penguin man|man]]{{*}} [[Giant penguin|giant]]){{*}} [[Peregrine falcon]] ([[peregrine falcon man|man]]{{*}} [[giant peregrine falcon|giant]]){{*}} [[Puffin]] ([[puffin man|man]]{{*}} [[giant puffin|giant]]){{*}} [[Raven]] ([[raven man|man]]{{*}} [[giant raven|giant]]){{*}} [[Red-winged blackbird]] ([[red-winged blackbird man|man]]{{*}} [[giant red-winged blackbird|giant]]){{*}} [[Snowy owl]] ([[snowy owl man|man]]{{*}} [[giant snowy owl|giant]]){{*}} [[Sparrow]] ([[sparrow man|man]]{{*}} [[giant sparrow|giant]]){{*}} [[Swan]] ([[swan man|man]]{{*}} [[giant swan|giant]]){{*}} [[White stork]] ([[white stork man|man]]{{*}} [[giant white stork|giant]]){{*}} [[Wren]] ([[wren man|man]]{{*}} [[giant wren|giant]])&lt;br /&gt;
&lt;br /&gt;
| group3 = Bugs&lt;br /&gt;
| list3  = [[Bark scorpion]] ([[bark scorpion man|man]]{{*}} [[giant bark scorpion|giant]]){{*}} [[Beetle]] ([[beetle man|man]]{{*}} [[giant beetle|giant]]){{*}} [[Brown recluse spider]] ([[brown recluse spider man|man]]{{*}} [[giant brown recluse spider|giant]]){{*}} [[Damselfly]] ([[damselfly man|man]]{{*}} [[giant damselfly|giant]]){{*}} [[Dragonfly]] ([[dragonfly man|man]]{{*}} [[giant dragonfly|giant]]){{*}} [[Firefly]] ([[firefly man|man]]{{*}} [[giant firefly|giant]]){{*}} [[Fly]] ([[fly man|man]]{{*}} [[giant fly|giant]]){{*}} [[Grasshopper]] ([[grasshopper man|man]]{{*}} [[giant grasshopper|giant]]){{*}} [[Jumping spider]] ([[jumping spider man|man]]{{*}} [[giant jumping spider|giant]]){{*}} [[Louse]] ([[louse man|man]]{{*}} [[giant louse|giant]]){{*}} [[Mantis]] ([[mantis man|man]]{{*}} [[giant mantis|giant]]){{*}} [[Monarch butterfly]] ([[monarch butterfly man|man]]{{*}} [[giant monarch butterfly|giant]]){{*}} [[Moon snail]] ([[moon snail man|man]]{{*}} [[giant moon snail|giant]]){{*}} [[Mosquito]] ([[mosquito man|man]]{{*}} [[giant mosquito|giant]]){{*}} [[Moth]] ([[moth man|man]]{{*}} [[giant moth|giant]]){{*}} Roach ([[roach man|man]]{{*}} [[giant roach|giant]]){{*}} [[Slug]] ([[slug man|man]]{{*}} [[giant slug|giant]]){{*}} [[Snail]] ([[snail man|man]]{{*}} [[giant snail|giant]]){{*}} [[Thrips]] ([[thrips man|man]]{{*}} [[giant thrips|giant]]){{*}} [[Tick]] ([[tick man|man]]{{*}} [[giant tick|giant]])&lt;br /&gt;
&lt;br /&gt;
| group4 = Desert&lt;br /&gt;
| list4  = [[Desert tortoise]] ([[desert tortoise man|man]]{{*}} [[giant desert tortoise|giant]]){{*}} [[Gila monster]] ([[gila monster man|man]]{{*}} [[giant gila monster|giant]]){{*}} [[Leopard gecko]] ([[leopard gecko man|man]]{{*}} [[giant leopard gecko|giant]])&lt;br /&gt;
&lt;br /&gt;
| group5 = Domestic&lt;br /&gt;
| list5  = [[Alpaca]]{{*}} [[Blue peafowl]]{{*}} [[Cat]]{{*}} [[Cavy]]{{*}} [[Chicken]]{{*}} [[Cow]]{{*}} [[Dog]]{{*}} [[Donkey]]{{*}} [[Duck]]{{*}} [[Goat]]{{*}} [[Goose]]{{*}} [[Guineafowl]]{{*}} [[Horse]]{{*}} [[Llama]]{{*}} [[Mule]]{{*}} [[Pig]]{{*}} [[Rabbit]]{{*}} [[Reindeer]]{{*}} [[Sheep]]{{*}} [[Turkey]]{{*}} [[Water buffalo]]{{*}} [[Yak]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Mountain&lt;br /&gt;
| list6  = [[Chinchilla]] ([[chinchilla man|man]]{{*}} [[giant chinchilla|giant]]){{*}} [[Dark gnome]]{{*}} [[Hoary marmot]] ([[hoary marmot man|man]]{{*}} [[giant hoary marmot|giant]]){{*}} [[Mountain gnome]]{{*}} [[Mountain goat]] ([[mountain goat man|man]]{{*}} [[giant mountain goat|giant]]){{*}} [[Wolverine]] ([[wolverine man|man]]{{*}} [[giant wolverine|giant]])&lt;br /&gt;
&lt;br /&gt;
| group7 = Ocean&lt;br /&gt;
| list7  = [[Angelshark]]{{*}} [[Basking shark]]{{*}} [[Blacktip reef shark]]{{*}} [[Blue shark]]{{*}} [[Bluefin tuna]]{{*}} [[Bluefish]]{{*}} [[Bull shark]]{{*}} [[Cod]]{{*}} [[Coelacanth]]{{*}} [[Common skate]]{{*}} [[Conger eel]]{{*}} [[Crab]] ([[crab man|man]]{{*}} [[giant crab|giant]]){{*}} [[Cuttlefish]] ([[cuttlefish man|man]]{{*}} [[giant cuttlefish|giant]]){{*}} [[Elephant seal]] ([[elephant seal man|man]]{{*}} [[giant elephant seal|giant]]){{*}} [[Frill shark]]{{*}} [[Giant grouper]]{{*}} [[Great barracuda]]{{*}} [[Great white shark]]{{*}} [[Halibut]]{{*}} [[Hammerhead shark]]{{*}} [[Harp seal]] ([[harp seal man|man]]{{*}} [[giant harp seal|giant]]){{*}} [[Horseshoe crab]] ([[horseshoe crab man|man]]{{*}} [[giant horseshoe crab|giant]]){{*}} [[Leopard seal]] ([[leopard seal man|man]]{{*}} [[giant leopard seal|giant]]){{*}} [[Longfin mako shark]]{{*}} [[Manta ray]]{{*}} [[Marlin]]{{*}} [[Milkfish]]{{*}} [[Narwhal]] ([[narwhal man|man]]{{*}} [[giant narwhal|giant]]){{*}} [[Nautilus]] ([[nautilus man|man]]{{*}} [[giant nautilus|giant]]){{*}} [[Nurse shark]]{{*}} [[Ocean sunfish]]{{*}} [[Octopus]] ([[octopus man|man]]{{*}} [[giant octopus|giant]]){{*}} [[Opah]]{{*}} [[Orca]] ([[orca man|man]]{{*}} [[giant orca|giant]]){{*}} [[Sea lamprey]]{{*}} [[Shortfin mako shark]]{{*}} [[Sperm whale]] ([[sperm whale man|man]]{{*}} [[giant sperm whale|giant]]){{*}} [[Spiny dogfish]]{{*}} [[Sponge]] ([[sponge man|man]]{{*}} [[giant sponge|giant]]){{*}} [[Spotted wobbegong]]{{*}} [[Squid]] ([[squid man|man]]{{*}} [[gigantic squid|giant]]){{*}} [[Stingray]]{{*}} [[Sturgeon]]{{*}} [[Swordfish]]{{*}} [[Tiger shark]]{{*}} [[Walrus]] ([[walrus man|man]]{{*}} [[giant walrus|giant]]){{*}} [[Whale shark]]{{*}} [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
| group8 = River/Lake&lt;br /&gt;
| list8  = [[Axolotl]] ([[axolotl man|man]]{{*}} [[giant axolotl|giant]]){{*}} [[Beaver]] ([[beaver man|man]]{{*}} [[giant beaver|giant]]){{*}} [[Carp]]{{*}} [[Hippo]] ([[hippo man|man]]{{*}} [[giant hippo|giant]]){{*}} [[Leech]] ([[leech man|man]]{{*}} [[giant leech|giant]]){{*}} [[Longnose gar]]{{*}} [[Mink]] ([[mink man|man]]{{*}} [[giant mink|giant]]){{*}} ''Otter'' ([[river otter|river]]{{*}} [[sea otter|sea]]{{*}} [[otter man|man]]{{*}} [[giant otter|giant]]){{*}} [[Pike (fish)|Pike]]{{*}} [[Platypus]] ([[platypus man|man]]{{*}} [[giant platypus|giant]]){{*}} [[Pond turtle]] ([[pond turtle man|man]]{{*}} [[giant pond turtle|giant]]){{*}} ''Snapping turtle'' ([[common snapping turtle|common]]{{*}} [[alligator snapping turtle|alligator]]{{*}} [[snapping turtle man|man]]{{*}} [[giant snapping turtle|giant]]){{*}} [[Tigerfish]]&lt;br /&gt;
&lt;br /&gt;
| group9 = Temperate&lt;br /&gt;
| list9  = [[Adder]] ([[adder man|man]]{{*}} [[giant adder|giant]]){{*}} [[Alligator]] ([[alligator man|man]]{{*}} [[giant alligator|giant]]){{*}} [[Badger]] ([[badger man|man]]{{*}} [[giant badger|giant]]){{*}} [[Black bear]] ([[black bear man|man]]{{*}} [[giant black bear|giant]]){{*}} [[Bobcat]] ([[bobcat man|man]]{{*}} [[giant bobcat|giant]]){{*}} [[Buzzard]] ([[buzzard man|man]]{{*}} [[giant buzzard|giant]]){{*}} [[Capybara]] ([[capybara man|man]]{{*}} [[giant capybara|giant]]){{*}} [[Coati]] ([[coati man|man]]{{*}} [[giant coati|giant]]){{*}} [[Copperhead snake]] ([[copperhead snake man|man]]{{*}} [[giant copperhead snake|giant]]){{*}} [[Cougar]] ([[cougar man|man]]{{*}} [[giant cougar|giant]]){{*}} [[Coyote]] ([[coyote man|man]]{{*}} [[giant coyote|giant]]){{*}} [[Deer]] ([[deer man|man]]{{*}} [[giant deer|giant]]){{*}} [[Dingo]] ([[dingo man|man]]{{*}} [[giant dingo|giant]]){{*}} [[Echidna]] ([[echidna man|man]]{{*}} [[giant echidna|giant]]){{*}} [[Fox]] ([[fox man|man]]{{*}} [[giant fox|giant]]){{*}} [[Gray langur]] ([[ gray langur man|man]]{{*}} [[giant gray langur|giant]]){{*}} [[Green tree frog]] ([[green tree frog man|man]]{{*}} [[giant green tree frog|giant]]){{*}} [[Grizzly bear]] ([[grizzly bear man|man]]{{*}} [[giant grizzly bear|giant]]){{*}} [[Groundhog]] ([[groundhog man|man]]{{*}} [[giant groundhog|giant]]){{*}} [[Hare]] ([[hare man|man]]{{*}} [[giant hare|giant]]){{*}} [[Ibex]] ([[ibex man|man]]{{*}} [[giant ibex|giant]]){{*}} [[Kangaroo]] ([[kangaroo man|man]]{{*}} [[giant kangaroo|giant]]){{*}} [[Kingsnake]] ([[kingsnake man|man]]{{*}} [[giant kingsnake|giant]]){{*}} [[Koala]] ([[koala man|man]]{{*}} [[giant koala|giant]]){{*}} [[Moose]] ([[moose man|man]]{{*}} [[giant moose|giant]]){{*}} [[Opossum]] ([[opossum man|man]]{{*}} [[giant opossum|giant]]){{*}} [[Panda]] ([[panda man|man]]{{*}} [[gigantic panda|giant]]){{*}} [[Porcupine]] ([[porcupine man|man]]{{*}} [[giant porcupine|giant]]){{*}} [[Raccoon]] ([[raccoon man|man]]{{*}} [[giant raccoon|giant]]){{*}} [[Rattlesnake]] ([[rattlesnake man|man]]{{*}} [[giant rattlesnake|giant]]){{*}} [[Red panda]] ([[red panda man|man]]{{*}} [[giant red panda|giant]]){{*}} [[Rhesus macaque]] ([[rhesus macaque man|man]]{{*}} [[giant rhesus macaque|giant]]){{*}} [[Skunk]] ([[skunk man|man]]{{*}} [[giant skunk|giant]]){{*}} [[Weasel]] ([[weasel man|man]]{{*}} [[giant weasel|giant]]){{*}} [[Wild boar]] ([[wild boar man|man]]{{*}} [[giant wild boar|giant]]){{*}} [[Wolf]] ([[wolf man|man]]{{*}} [[giant wolf|giant]]){{*}} [[Wombat]] ([[wombat man|man]]{{*}} [[giant wombat|giant]])&lt;br /&gt;
&lt;br /&gt;
| group10 = Tropical&lt;br /&gt;
| list10  = [[Aardvark]] ([[aardvark man|man]]{{*}} [[giant aardvark|giant]]){{*}} [[Anaconda]] ([[anaconda man|man]]{{*}} [[giant anaconda|giant]]){{*}} [[Armadillo]] ([[armadillo man|man]]{{*}} [[giant armadillo|giant]]){{*}} [[Aye-aye]] ([[aye-aye man|man]]{{*}} [[giant aye-aye|giant]]){{*}} [[Bilou]]{{*}} [[Black mamba]] ([[black mamba man|man]]{{*}} [[giant black mamba|giant]]){{*}} [[Black-crested gibbon]]{{*}} [[Black-handed gibbon]]{{*}} [[Bonobo]]{{*}} [[Bushmaster]] ([[bushmaster man|man]]{{*}} [[giant bushmaster|giant]]){{*}} [[Capuchin]] ([[capuchin man|man]]{{*}} [[giant capuchin|giant]]){{*}} [[Cheetah]] ([[cheetah man|man]]{{*}} [[giant cheetah|giant]]){{*}} [[Chimpanzee]]{{*}} [[Elephant]] ([[elephant man|man]]{{*}} [[giant elephant|giant]]){{*}} [[Gazelle]] ([[gazelle man|man]]{{*}} [[giant gazelle|giant]]){{*}} [[Giant desert scorpion]]{{*}} [[Giant tortoise]] ([[giant tortoise man|man]]{{*}} [[gigantic tortoise|giant]]){{*}} [[Giraffe]] ([[giraffe man|man]]{{*}} [[giant giraffe|giant]]){{*}} [[Gorilla]]{{*}} [[Gray gibbon]]{{*}} [[Honey badger]] ([[honey badger man|man]]{{*}} [[giant honey badger|giant]])• [[Hyena]] ([[hyena man|man]]{{*}} [[giant hyena|giant]]){{*}} [[Impala]] ([[impala man|man]]{{*}} [[giant impala|giant]]){{*}} [[Jackal]] ([[jackal man|man]]{{*}} [[giant jackal|giant]]){{*}} [[Jaguar]] ([[jaguar man|man]]{{*}} [[giant jaguar|giant]]){{*}} [[King cobra]] ([[king cobra man|man]]{{*}} [[giant king cobra|giant]]){{*}} [[Leopard]] ([[leopard man|man]]{{*}} [[giant leopard|giant]]){{*}} [[Lion]] ([[lion man|man]]{{*}} [[giant lion|giant]]){{*}} [[Lion tamarin]] ([[lion tamarin man|man]]{{*}} [[giant lion tamarin|giant]]){{*}} [[Mandrill]] ([[mandrill man|man]]{{*}} [[giant mandrill|giant]]){{*}} [[Mongoose]] ([[mongoose man|man]]{{*}} [[giant mongoose|giant]]){{*}} [[Monitor lizard]] ([[monitor lizard man|man]]{{*}} [[giant monitor lizard|giant]]){{*}} [[Ocelot]] ([[ocelot man|man]]{{*}} [[giant ocelot|giant]]){{*}} [[One-humped camel]] ([[one-humped camel man|man]]{{*}} [[giant one-humped camel|giant]]){{*}} [[Orangutan]]{{*}} [[Pangolin]] ([[pangolin man|man]]{{*}} [[giant pangolin|giant]]){{*}} [[Pileated gibbon]]{{*}} [[Python]] ([[python man|man]]{{*}} [[giant python|giant]]){{*}} [[Rhinoceros]] ([[rhinoceros man|man]]{{*}} [[giant rhinoceros|giant]]){{*}} [[Saltwater crocodile]] ([[saltwater crocodile man|man]]{{*}} [[giant saltwater crocodile|giant]]){{*}} [[Siamang]]{{*}} [[Silvery gibbon]]{{*}} [[Sloth]] ([[sloth man|man]]{{*}} [[giant sloth|giant]]){{*}} [[Sloth bear]] ([[sloth bear man|man]]{{*}} [[giant sloth bear|giant]]){{*}} [[Spider monkey]] ([[spider monkey man|man]]{{*}} [[giant spider monkey|giant]]){{*}} [[Tapir]] ([[tapir man|man]]{{*}} [[giant tapir|giant]]){{*}} [[Tiger]] ([[tiger man|man]]{{*}} [[giant tiger|giant]]){{*}} [[Two-humped camel]] ([[two-humped camel man|man]]{{*}} [[giant two-humped camel|giant]]){{*}} [[Vulture]] ([[vulture man|man]]{{*}} [[giant vulture|giant]]){{*}} [[Warthog]] ([[warthog man|man]]{{*}} [[giant warthog|giant]]){{*}} [[White-browed gibbon]]{{*}} [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
| group11 = Tundra&lt;br /&gt;
| list11  = [[Elk]] ([[elk man|man]]{{*}} [[giant elk|giant]]){{*}} [[Lynx]] ([[lynx man|man]]{{*}} [[giant lynx|giant]]){{*}} [[Muskox]] ([[muskox man|man]]{{*}} [[giant muskox|giant]]){{*}} [[Polar bear]] ([[polar bear man|man]]{{*}} [[giant polar bear|giant]]){{*}} [[Stoat]] ([[stoat man|man]]{{*}} [[giant stoat|giant]])&lt;br /&gt;
&lt;br /&gt;
| group12 = Subterranean&lt;br /&gt;
| list12  = [[Amethyst man]]{{*}} [[Blind cave bear]]{{*}} [[Blind cave ogre]]{{*}} [[Blood man]]{{*}} [[Bugbat]]{{*}} [[Cave blob]]{{*}} [[Cave crocodile]]{{*}} [[Cave dragon]]{{*}} [[Cave floater]]{{*}} [[Creeping eye]]{{*}} [[Crundle]]{{*}} [[Draltha]]{{*}} [[Drunian]]{{*}} [[Elk bird]]{{*}} [[Fire imp]]{{*}} [[Fire man]]{{*}} [[Flesh ball]]{{*}} [[Floating guts]]{{*}} [[Gabbro man]]{{*}} [[Giant bat]]{{*}} [[Giant cave spider]]{{*}} [[Giant cave swallow]]{{*}} [[Giant earthworm]]{{*}} [[Giant mole]]{{*}} [[Giant olm]]{{*}} [[Giant rat]]{{*}} [[Giant cave toad]]{{*}} [[Gorlak]]{{*}} [[Green devourer]]{{*}} [[Helmet snake]]{{*}} [[Hungry head]]{{*}} [[Iron man]]{{*}} [[Jabberer]]{{*}} [[Large rat]]{{*}} [[Magma crab]]{{*}} [[Magma man]]{{*}} [[Manera]]{{*}} [[Molemarian]]{{*}} [[Mud man]]{{*}} [[Naked mole dog]]{{*}} [[Plump helmet man]]{{*}} [[Pond grabber]]{{*}} [[Reacher]]{{*}} [[Rutherer]]{{*}} [[Troglodyte]]{{*}} [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
| group13 = Mammals&lt;br /&gt;
| list13  = [[Chipmunk]] ([[chipmunk man|man]]{{*}} [[giant chipmunk|giant]]){{*}} [[Flying squirrel]] ([[flying squirrel man|man]]{{*}} [[giant flying squirrel|giant]]){{*}} [[Gray squirrel]] ([[gray squirrel man|man]]{{*}} [[giant gray squirrel|giant]]){{*}} [[Hamster]] ([[hamster man|man]]{{*}} [[giant hamster|giant]]){{*}} [[Hedgehog]] ([[hedgehog man|man]]{{*}} [[giant hedgehog|giant]]){{*}} [[Rat]] ([[rat man|man]]){{*}} [[Red squirrel]] ([[red squirrel man|man]]{{*}} [[giant red squirrel|giant]])&lt;br /&gt;
&lt;br /&gt;
| group14 = Reptiles&lt;br /&gt;
| list14  = [[Anole]] ([[anole man|man]]{{*}} [[giant anole|giant]]){{*}} [[Chameleon]] ([[chameleon man|man]]{{*}} [[giant chameleon|giant]]){{*}} [[Iguana]] ([[iguana man|man]]{{*}} [[giant iguana|giant]]){{*}} [[Lizard]] ([[lizard man|man]]{{*}} [[giant lizard|giant]]){{*}} [[Skink]] ([[skink man|man]]{{*}} [[giant skink|giant]])&lt;br /&gt;
&lt;br /&gt;
| group15 = Miscellaneous&lt;br /&gt;
| list15  = [[Toad]] ([[toad man|man]]{{*}} [[giant toad|giant]]){{*}} [[Wagon]]{{*}} [[Worm]] ([[worm man|man]]{{*}} [[giant earthworm|giant]])&lt;br /&gt;
&lt;br /&gt;
| group16 = Fantasy&lt;br /&gt;
| list16  = [[Beak dog]]{{*}} [[Blizzard man]]{{*}} [[Foul blendec]]{{*}} [[Gremlin]]{{*}} [[Grimeling]]{{*}} [[Harpy]]{{*}} [[Ice wolf]]{{*}} [[Merperson]]{{*}} [[Nightwing]]{{*}} [[Ogre]]{{*}} [[Sasquatch]]{{*}} [[Satyr]]{{*}} [[Sea monster]]{{*}} [[Sea serpent]]{{*}} [[Strangler]]{{*}} [[Troll]]{{*}} [[Unicorn]]{{*}} [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
| group17 = [[Night creature]]s&lt;br /&gt;
| list17  = [[Bogeyman]]{{*}} [[Experiment]]{{*}} [[Ghost]]{{*}} [[Infected ghoul]]{{*}} [[Intelligent undead]]{{*}} [[Mummy]]{{*}} [[Necromancer]]{{*}} [[Night troll]]{{*}} [[Nightmare]]{{*}} [[Undead]]{{*}} [[Vampire]]{{*}} [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
| group18 = [[Semi-megabeast]]s&lt;br /&gt;
| list18  = [[Cyclops]]{{*}} [[Ettin]]{{*}} [[Giant]]{{*}} [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
| group19 = [[Megabeast]]s&lt;br /&gt;
| list19  = [[Bronze colossus]]{{*}} [[Dragon]]{{*}} [[Forgotten beast]]{{*}} [[Hydra]]{{*}} [[Roc]]{{*}} [[Titan]]&lt;br /&gt;
&lt;br /&gt;
| group20 = Hidden Fun Stuff&lt;br /&gt;
| list20  = [[Angel]]{{*}} [[Demon]]&lt;br /&gt;
&lt;br /&gt;
| group21 = Nonexistent&lt;br /&gt;
| list21  = [[Centaur]]{{*}} [[Chimera]]{{*}} [[Griffon]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{cat|}}}|nocat||{{Category|Creatures}}}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_creatures&amp;diff=275850</id>
		<title>Template:V50 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_creatures&amp;diff=275850"/>
		<updated>2022-12-20T14:15:11Z</updated>

		<summary type="html">&lt;p&gt;Su: copy over from df2014 template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 creatures&lt;br /&gt;
| title = [[Creature]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle  = background-color: #d0e1d0;&lt;br /&gt;
&lt;br /&gt;
| group1 = {{Catlink|Races|Races}}&lt;br /&gt;
| list1  = {{Navbox|child&lt;br /&gt;
  | liststyle = text-align: left;&lt;br /&gt;
  | list1  = [[Dwarf]]{{*}} [[Elf]]{{*}} [[Goblin]]{{*}} [[Human]]{{*}} [[Kobold]]&lt;br /&gt;
  | list2  = [[Amphibian man]]{{*}} [[Antman]]{{*}} [[Bat man]]{{*}} [[Cave fish man]]{{*}} [[Cave swallow man]]{{*}} [[Olm man]]{{*}} [[Reptile man]]{{*}} [[Rodent man]]{{*}} [[Serpent man]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| group2 = Birds&lt;br /&gt;
| list2  = [[Albatross]] ([[albatross man|man]]{{*}} [[giant albatross|giant]]){{*}} [[Barn owl]] ([[barn owl man|man]]{{*}} [[giant barn owl|giant]]){{*}} [[Blue jay]] ([[bluejay man|man]]{{*}} [[giant bluejay|giant]]){{*}} [[Bushtit]] ([[bushtit man|man]]{{*}} [[giant bushtit|giant]]){{*}} [[Cardinal]] ([[cardinal man|man]]{{*}} [[giant cardinal|giant]]){{*}} [[Cassowary]] ([[cassowary man|man]]{{*}} [[giant cassowary|giant]]){{*}} [[Cockatiel]] ([[cockatiel man|man]]{{*}} [[giant cockatiel|giant]]){{*}} [[Crow]] ([[crow man|man]]{{*}} [[giant crow|giant]]){{*}} [[Eagle]] ([[eagle man|man]]{{*}} [[giant eagle|giant]]){{*}} [[Emu]] ([[emu man|man]]{{*}} [[giant emu|giant]]){{*}} [[Grackle]] ([[grackle man|man]]{{*}} [[giant grackle|giant]]){{*}} [[Great horned owl]] ([[great horned owl man|man]]{{*}} [[giant great horned owl|giant]]){{*}} [[Grey parrot]] ([[grey parrot man|man]]{{*}} [[giant grey parrot|giant]]){{*}} [[Hornbill]] ([[hornbill man|man]]{{*}} [[giant hornbill|giant]]){{*}} [[Kakapo]] ([[kakapo man|man]]{{*}} [[giant kakapo|giant]]){{*}} [[Kea]] ([[kea man|man]]{{*}} [[giant kea|giant]]){{*}} [[Kestrel]] ([[kestrel man|man]]{{*}} [[giant kestrel|giant]]){{*}} [[Kiwi]] ([[kiwi man|man]]{{*}} [[giant kiwi|giant]]){{*}} [[Loon]] ([[loon man|man]]{{*}} [[giant loon|giant]]){{*}} [[Lorikeet]] ([[lorikeet man|man]]{{*}} [[giant lorikeet|giant]]){{*}} [[Magpie]] ([[magpie man|man]]{{*}} [[giant magpie|giant]]){{*}} [[Masked lovebird]] ([[masked lovebird man|man]]{{*}} [[giant masked lovebird|giant]]){{*}} [[Oriole]] ([[oriole man|man]]{{*}} [[giant oriole|giant]]){{*}} [[Osprey]] ([[osprey man|man]]{{*}} [[giant osprey|giant]]){{*}} [[Ostrich]] ([[ostrich man|man]]{{*}} [[giant ostrich|giant]]){{*}} [[Parakeet]] ([[parakeet man|man]]{{*}} [[giant parakeet|giant]]){{*}} [[Peach-faced lovebird]] ([[peach-faced lovebird man|man]]{{*}} [[giant peach-faced lovebird|giant]]){{*}} [[Penguin]] ([[little penguin|little]]{{*}} [[emperor penguin|emperor]]{{*}} [[Penguin man|man]]{{*}} [[Giant penguin|giant]]){{*}} [[Peregrine falcon]] ([[peregrine falcon man|man]]{{*}} [[giant peregrine falcon|giant]]){{*}} [[Puffin]] ([[puffin man|man]]{{*}} [[giant puffin|giant]]){{*}} [[Raven]] ([[raven man|man]]{{*}} [[giant raven|giant]]){{*}} [[Red-winged blackbird]] ([[red-winged blackbird man|man]]{{*}} [[giant red-winged blackbird|giant]]){{*}} [[Snowy owl]] ([[snowy owl man|man]]{{*}} [[giant snowy owl|giant]]){{*}} [[Sparrow]] ([[sparrow man|man]]{{*}} [[giant sparrow|giant]]){{*}} [[Swan]] ([[swan man|man]]{{*}} [[giant swan|giant]]){{*}} [[White stork]] ([[white stork man|man]]{{*}} [[giant white stork|giant]]){{*}} [[Wren]] ([[wren man|man]]{{*}} [[giant wren|giant]])&lt;br /&gt;
&lt;br /&gt;
| group3 = Bugs&lt;br /&gt;
| list3  = [[Bark scorpion]] ([[bark scorpion man|man]]{{*}} [[giant bark scorpion|giant]]){{*}} [[Beetle]] ([[beetle man|man]]{{*}} [[giant beetle|giant]]){{*}} [[Brown recluse spider]] ([[brown recluse spider man|man]]{{*}} [[giant brown recluse spider|giant]]){{*}} [[Damselfly]] ([[damselfly man|man]]{{*}} [[giant damselfly|giant]]){{*}} [[Dragonfly]] ([[dragonfly man|man]]{{*}} [[giant dragonfly|giant]]){{*}} [[Firefly]] ([[firefly man|man]]{{*}} [[giant firefly|giant]]){{*}} [[Fly]] ([[fly man|man]]{{*}} [[giant fly|giant]]){{*}} [[Grasshopper]] ([[grasshopper man|man]]{{*}} [[giant grasshopper|giant]]){{*}} [[Jumping spider]] ([[jumping spider man|man]]{{*}} [[giant jumping spider|giant]]){{*}} [[Louse]] ([[louse man|man]]{{*}} [[giant louse|giant]]){{*}} [[Mantis]] ([[mantis man|man]]{{*}} [[giant mantis|giant]]){{*}} [[Monarch butterfly]] ([[monarch butterfly man|man]]{{*}} [[giant monarch butterfly|giant]]){{*}} [[Moon snail]] ([[moon snail man|man]]{{*}} [[giant moon snail|giant]]){{*}} [[Mosquito]] ([[mosquito man|man]]{{*}} [[giant mosquito|giant]]){{*}} [[Moth]] ([[moth man|man]]{{*}} [[giant moth|giant]]){{*}} Roach ([[roach man|man]]{{*}} [[giant roach|giant]]){{*}} [[Slug]] ([[slug man|man]]{{*}} [[giant slug|giant]]){{*}} [[Snail]] ([[snail man|man]]{{*}} [[giant snail|giant]]){{*}} [[Thrips]] ([[thrips man|man]]{{*}} [[giant thrips|giant]]){{*}} [[Tick]] ([[tick man|man]]{{*}} [[giant tick|giant]])&lt;br /&gt;
&lt;br /&gt;
| group4 = Desert&lt;br /&gt;
| list4  = [[Desert tortoise]] ([[desert tortoise man|man]]{{*}} [[giant desert tortoise|giant]]){{*}} [[Gila monster]] ([[gila monster man|man]]{{*}} [[giant gila monster|giant]]){{*}} [[Leopard gecko]] ([[leopard gecko man|man]]{{*}} [[giant leopard gecko|giant]])&lt;br /&gt;
&lt;br /&gt;
| group5 = Domestic&lt;br /&gt;
| list5  = [[Alpaca]]{{*}} [[Blue peafowl]]{{*}} [[Cat]]{{*}} [[Cavy]]{{*}} [[Chicken]]{{*}} [[Cow]]{{*}} [[Dog]]{{*}} [[Donkey]]{{*}} [[Duck]]{{*}} [[Goat]]{{*}} [[Goose]]{{*}} [[Guineafowl]]{{*}} [[Horse]]{{*}} [[Llama]]{{*}} [[Mule]]{{*}} [[Pig]]{{*}} [[Rabbit]]{{*}} [[Reindeer]]{{*}} [[Sheep]]{{*}} [[Turkey]]{{*}} [[Water buffalo]]{{*}} [[Yak]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Mountain&lt;br /&gt;
| list6  = [[Chinchilla]] ([[chinchilla man|man]]{{*}} [[giant chinchilla|giant]]){{*}} [[Dark gnome]]{{*}} [[Hoary marmot]] ([[hoary marmot man|man]]{{*}} [[giant hoary marmot|giant]]){{*}} [[Mountain gnome]]{{*}} [[Mountain goat]] ([[mountain goat man|man]]{{*}} [[giant mountain goat|giant]]){{*}} [[Wolverine]] ([[wolverine man|man]]{{*}} [[giant wolverine|giant]])&lt;br /&gt;
&lt;br /&gt;
| group7 = Ocean&lt;br /&gt;
| list7  = [[Angelshark]]{{*}} [[Basking shark]]{{*}} [[Blacktip reef shark]]{{*}} [[Blue shark]]{{*}} [[Bluefin tuna]]{{*}} [[Bluefish]]{{*}} [[Bull shark]]{{*}} [[Cod]]{{*}} [[Coelacanth]]{{*}} [[Common skate]]{{*}} [[Conger eel]]{{*}} [[Crab]] ([[crab man|man]]{{*}} [[giant crab|giant]]){{*}} [[Cuttlefish]] ([[cuttlefish man|man]]{{*}} [[giant cuttlefish|giant]]){{*}} [[Elephant seal]] ([[elephant seal man|man]]{{*}} [[giant elephant seal|giant]]){{*}} [[Frill shark]]{{*}} [[Giant grouper]]{{*}} [[Great barracuda]]{{*}} [[Great white shark]]{{*}} [[Halibut]]{{*}} [[Hammerhead shark]]{{*}} [[Harp seal]] ([[harp seal man|man]]{{*}} [[giant harp seal|giant]]){{*}} [[Horseshoe crab]] ([[horseshoe crab man|man]]{{*}} [[giant horseshoe crab|giant]]){{*}} [[Leopard seal]] ([[leopard seal man|man]]{{*}} [[giant leopard seal|giant]]){{*}} [[Longfin mako shark]]{{*}} [[Manta ray]]{{*}} [[Marlin]]{{*}} [[Milkfish]]{{*}} [[Narwhal]] ([[narwhal man|man]]{{*}} [[giant narwhal|giant]]){{*}} [[Nautilus]] ([[nautilus man|man]]{{*}} [[giant nautilus|giant]]){{*}} [[Nurse shark]]{{*}} [[Ocean sunfish]]{{*}} [[Octopus]] ([[octopus man|man]]{{*}} [[giant octopus|giant]]){{*}} [[Opah]]{{*}} [[Orca]] ([[orca man|man]]{{*}} [[giant orca|giant]]){{*}} [[Sea lamprey]]{{*}} [[Shortfin mako shark]]{{*}} [[Sperm whale]] ([[sperm whale man|man]]{{*}} [[giant sperm whale|giant]]){{*}} [[Spiny dogfish]]{{*}} [[Sponge]] ([[sponge man|man]]{{*}} [[giant sponge|giant]]){{*}} [[Spotted wobbegong]]{{*}} [[Squid]] ([[squid man|man]]{{*}} [[gigantic squid|giant]]){{*}} [[Stingray]]{{*}} [[Sturgeon]]{{*}} [[Swordfish]]{{*}} [[Tiger shark]]{{*}} [[Walrus]] ([[walrus man|man]]{{*}} [[giant walrus|giant]]){{*}} [[Whale shark]]{{*}} [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
| group8 = River/Lake&lt;br /&gt;
| list8  = [[Axolotl]] ([[axolotl man|man]]{{*}} [[giant axolotl|giant]]){{*}} [[Beaver]] ([[beaver man|man]]{{*}} [[giant beaver|giant]]){{*}} [[Carp]]{{*}} [[Hippo]] ([[hippo man|man]]{{*}} [[giant hippo|giant]]){{*}} [[Leech]] ([[leech man|man]]{{*}} [[giant leech|giant]]){{*}} [[Longnose gar]]{{*}} [[Mink]] ([[mink man|man]]{{*}} [[giant mink|giant]]){{*}} ''Otter'' ([[river otter|river]]{{*}} [[sea otter|sea]]{{*}} [[otter man|man]]{{*}} [[giant otter|giant]]){{*}} [[Pike (fish)|Pike]]{{*}} [[Platypus]] ([[platypus man|man]]{{*}} [[giant platypus|giant]]){{*}} [[Pond turtle]] ([[pond turtle man|man]]{{*}} [[giant pond turtle|giant]]){{*}} ''Snapping turtle'' ([[common snapping turtle|common]]{{*}} [[alligator snapping turtle|alligator]]{{*}} [[snapping turtle man|man]]{{*}} [[giant snapping turtle|giant]]){{*}} [[Tigerfish]]&lt;br /&gt;
&lt;br /&gt;
| group9 = Temperate&lt;br /&gt;
| list9  = [[Adder]] ([[adder man|man]]{{*}} [[giant adder|giant]]){{*}} [[Alligator]] ([[alligator man|man]]{{*}} [[giant alligator|giant]]){{*}} [[Badger]] ([[badger man|man]]{{*}} [[giant badger|giant]]){{*}} [[Black bear]] ([[black bear man|man]]{{*}} [[giant black bear|giant]]){{*}} [[Bobcat]] ([[bobcat man|man]]{{*}} [[giant bobcat|giant]]){{*}} [[Buzzard]] ([[buzzard man|man]]{{*}} [[giant buzzard|giant]]){{*}} [[Capybara]] ([[capybara man|man]]{{*}} [[giant capybara|giant]]){{*}} [[Coati]] ([[coati man|man]]{{*}} [[giant coati|giant]]){{*}} [[Copperhead snake]] ([[copperhead snake man|man]]{{*}} [[giant copperhead snake|giant]]){{*}} [[Cougar]] ([[cougar man|man]]{{*}} [[giant cougar|giant]]){{*}} [[Coyote]] ([[coyote man|man]]{{*}} [[giant coyote|giant]]){{*}} [[Deer]] ([[deer man|man]]{{*}} [[giant deer|giant]]){{*}} [[Dingo]] ([[dingo man|man]]{{*}} [[giant dingo|giant]]){{*}} [[Echidna]] ([[echidna man|man]]{{*}} [[giant echidna|giant]]){{*}} [[Fox]] ([[fox man|man]]{{*}} [[giant fox|giant]]){{*}} [[Gray langur]] ([[ gray langur man|man]]{{*}} [[giant gray langur|giant]]){{*}} [[Green tree frog]] ([[green tree frog man|man]]{{*}} [[giant green tree frog|giant]]){{*}} [[Grizzly bear]] ([[grizzly bear man|man]]{{*}} [[giant grizzly bear|giant]]){{*}} [[Groundhog]] ([[groundhog man|man]]{{*}} [[giant groundhog|giant]]){{*}} [[Hare]] ([[hare man|man]]{{*}} [[giant hare|giant]]){{*}} [[Ibex]] ([[ibex man|man]]{{*}} [[giant ibex|giant]]){{*}} [[Kangaroo]] ([[kangaroo man|man]]{{*}} [[giant kangaroo|giant]]){{*}} [[Kingsnake]] ([[kingsnake man|man]]{{*}} [[giant kingsnake|giant]]){{*}} [[Koala]] ([[koala man|man]]{{*}} [[giant koala|giant]]){{*}} [[Moose]] ([[moose man|man]]{{*}} [[giant moose|giant]]){{*}} [[Opossum]] ([[opossum man|man]]{{*}} [[giant opossum|giant]]){{*}} [[Panda]] ([[panda man|man]]{{*}} [[gigantic panda|giant]]){{*}} [[Porcupine]] ([[porcupine man|man]]{{*}} [[giant porcupine|giant]]){{*}} [[Raccoon]] ([[raccoon man|man]]{{*}} [[giant raccoon|giant]]){{*}} [[Rattlesnake]] ([[rattlesnake man|man]]{{*}} [[giant rattlesnake|giant]]){{*}} [[Red panda]] ([[red panda man|man]]{{*}} [[giant red panda|giant]]){{*}} [[Rhesus macaque]] ([[rhesus macaque man|man]]{{*}} [[giant rhesus macaque|giant]]){{*}} [[Skunk]] ([[skunk man|man]]{{*}} [[giant skunk|giant]]){{*}} [[Weasel]] ([[weasel man|man]]{{*}} [[giant weasel|giant]]){{*}} [[Wild boar]] ([[wild boar man|man]]{{*}} [[giant wild boar|giant]]){{*}} [[Wolf]] ([[wolf man|man]]{{*}} [[giant wolf|giant]]){{*}} [[Wombat]] ([[wombat man|man]]{{*}} [[giant wombat|giant]])&lt;br /&gt;
&lt;br /&gt;
| group10 = Tropical&lt;br /&gt;
| list10  = [[Aardvark]] ([[aardvark man|man]]{{*}} [[giant aardvark|giant]]){{*}} [[Anaconda]] ([[anaconda man|man]]{{*}} [[giant anaconda|giant]]){{*}} [[Armadillo]] ([[armadillo man|man]]{{*}} [[giant armadillo|giant]]){{*}} [[Aye-aye]] ([[aye-aye man|man]]{{*}} [[giant aye-aye|giant]]){{*}} [[Bilou]]{{*}} [[Black mamba]] ([[black mamba man|man]]{{*}} [[giant black mamba|giant]]){{*}} [[Black-crested gibbon]]{{*}} [[Black-handed gibbon]]{{*}} [[Bonobo]]{{*}} [[Bushmaster]] ([[bushmaster man|man]]{{*}} [[giant bushmaster|giant]]){{*}} [[Capuchin]] ([[capuchin man|man]]{{*}} [[giant capuchin|giant]]){{*}} [[Cheetah]] ([[cheetah man|man]]{{*}} [[giant cheetah|giant]]){{*}} [[Chimpanzee]]{{*}} [[Elephant]] ([[elephant man|man]]{{*}} [[giant elephant|giant]]){{*}} [[Gazelle]] ([[gazelle man|man]]{{*}} [[giant gazelle|giant]]){{*}} [[Giant desert scorpion]]{{*}} [[Giant tortoise]] ([[giant tortoise man|man]]{{*}} [[gigantic tortoise|giant]]){{*}} [[Giraffe]] ([[giraffe man|man]]{{*}} [[giant giraffe|giant]]){{*}} [[Gorilla]]{{*}} [[Gray gibbon]]{{*}} [[Honey badger]] ([[honey badger man|man]]{{*}} [[giant honey badger|giant]])• [[Hyena]] ([[hyena man|man]]{{*}} [[giant hyena|giant]]){{*}} [[Impala]] ([[impala man|man]]{{*}} [[giant impala|giant]]){{*}} [[Jackal]] ([[jackal man|man]]{{*}} [[giant jackal|giant]]){{*}} [[Jaguar]] ([[jaguar man|man]]{{*}} [[giant jaguar|giant]]){{*}} [[King cobra]] ([[king cobra man|man]]{{*}} [[giant king cobra|giant]]){{*}} [[Leopard]] ([[leopard man|man]]{{*}} [[giant leopard|giant]]){{*}} [[Lion]] ([[lion man|man]]{{*}} [[giant lion|giant]]){{*}} [[Lion tamarin]] ([[lion tamarin man|man]]{{*}} [[giant lion tamarin|giant]]){{*}} [[Mandrill]] ([[mandrill man|man]]{{*}} [[giant mandrill|giant]]){{*}} [[Mongoose]] ([[mongoose man|man]]{{*}} [[giant mongoose|giant]]){{*}} [[Monitor lizard]] ([[monitor lizard man|man]]{{*}} [[giant monitor lizard|giant]]){{*}} [[Ocelot]] ([[ocelot man|man]]{{*}} [[giant ocelot|giant]]){{*}} [[One-humped camel]] ([[one-humped camel man|man]]{{*}} [[giant one-humped camel|giant]]){{*}} [[Orangutan]]{{*}} [[Pangolin]] ([[pangolin man|man]]{{*}} [[giant pangolin|giant]]){{*}} [[Pileated gibbon]]{{*}} [[Python]] ([[python man|man]]{{*}} [[giant python|giant]]){{*}} [[Rhinoceros]] ([[rhinoceros man|man]]{{*}} [[giant rhinoceros|giant]]){{*}} [[Saltwater crocodile]] ([[saltwater crocodile man|man]]{{*}} [[giant saltwater crocodile|giant]]){{*}} [[Siamang]]{{*}} [[Silvery gibbon]]{{*}} [[Sloth]] ([[sloth man|man]]{{*}} [[giant sloth|giant]]){{*}} [[Sloth bear]] ([[sloth bear man|man]]{{*}} [[giant sloth bear|giant]]){{*}} [[Spider monkey]] ([[spider monkey man|man]]{{*}} [[giant spider monkey|giant]]){{*}} [[Tapir]] ([[tapir man|man]]{{*}} [[giant tapir|giant]]){{*}} [[Tiger]] ([[tiger man|man]]{{*}} [[giant tiger|giant]]){{*}} [[Two-humped camel]] ([[two-humped camel man|man]]{{*}} [[giant two-humped camel|giant]]){{*}} [[Vulture]] ([[vulture man|man]]{{*}} [[giant vulture|giant]]){{*}} [[Warthog]] ([[warthog man|man]]{{*}} [[giant warthog|giant]]){{*}} [[White-browed gibbon]]{{*}} [[White-handed gibbon]]&lt;br /&gt;
&lt;br /&gt;
| group11 = Tundra&lt;br /&gt;
| list11  = [[Elk]] ([[elk man|man]]{{*}} [[giant elk|giant]]){{*}} [[Lynx]] ([[lynx man|man]]{{*}} [[giant lynx|giant]]){{*}} [[Muskox]] ([[muskox man|man]]{{*}} [[giant muskox|giant]]){{*}} [[Polar bear]] ([[polar bear man|man]]{{*}} [[giant polar bear|giant]]){{*}} [[Stoat]] ([[stoat man|man]]{{*}} [[giant stoat|giant]])&lt;br /&gt;
&lt;br /&gt;
| group12 = Subterranean&lt;br /&gt;
| list12  = [[Amethyst man]]{{*}} [[Blind cave bear]]{{*}} [[Blind cave ogre]]{{*}} [[Blood man]]{{*}} [[Bugbat]]{{*}} [[Cave blob]]{{*}} [[Cave crocodile]]{{*}} [[Cave dragon]]{{*}} [[Cave floater]]{{*}} [[Creeping eye]]{{*}} [[Crundle]]{{*}} [[Draltha]]{{*}} [[Drunian]]{{*}} [[Elk bird]]{{*}} [[Fire imp]]{{*}} [[Fire man]]{{*}} [[Flesh ball]]{{*}} [[Floating guts]]{{*}} [[Gabbro man]]{{*}} [[Giant bat]]{{*}} [[Giant cave spider]]{{*}} [[Giant cave swallow]]{{*}} [[Giant earthworm]]{{*}} [[Giant mole]]{{*}} [[Giant olm]]{{*}} [[Giant rat]]{{*}} [[Giant cave toad]]{{*}} [[Gorlak]]{{*}} [[Green devourer]]{{*}} [[Helmet snake]]{{*}} [[Hungry head]]{{*}} [[Iron man]]{{*}} [[Jabberer]]{{*}} [[Large rat]]{{*}} [[Magma crab]]{{*}} [[Magma man]]{{*}} [[Manera]]{{*}} [[Molemarian]]{{*}} [[Mud man]]{{*}} [[Naked mole dog]]{{*}} [[Plump helmet man]]{{*}} [[Pond grabber]]{{*}} [[Reacher]]{{*}} [[Rutherer]]{{*}} [[Troglodyte]]{{*}} [[Voracious cave crawler]]&lt;br /&gt;
&lt;br /&gt;
| group13 = Mammals&lt;br /&gt;
| list13  = [[Chipmunk]] ([[chipmunk man|man]]{{*}} [[giant chipmunk|giant]]){{*}} [[Flying squirrel]] ([[flying squirrel man|man]]{{*}} [[giant flying squirrel|giant]]){{*}} [[Gray squirrel]] ([[gray squirrel man|man]]{{*}} [[giant gray squirrel|giant]]){{*}} [[Hamster]] ([[hamster man|man]]{{*}} [[giant hamster|giant]]){{*}} [[Hedgehog]] ([[hedgehog man|man]]{{*}} [[giant hedgehog|giant]]){{*}} [[Rat]] ([[rat man|man]]){{*}} [[Red squirrel]] ([[red squirrel man|man]]{{*}} [[giant red squirrel|giant]])&lt;br /&gt;
&lt;br /&gt;
| group14 = Reptiles&lt;br /&gt;
| list14  = [[Anole]] ([[anole man|man]]{{*}} [[giant anole|giant]]){{*}} [[Chameleon]] ([[chameleon man|man]]{{*}} [[giant chameleon|giant]]){{*}} [[Iguana]] ([[iguana man|man]]{{*}} [[giant iguana|giant]]){{*}} [[Lizard]] ([[lizard man|man]]{{*}} [[giant lizard|giant]]){{*}} [[Skink]] ([[skink man|man]]{{*}} [[giant skink|giant]])&lt;br /&gt;
&lt;br /&gt;
| group15 = Miscellaneous&lt;br /&gt;
| list15  = [[Toad]] ([[toad man|man]]{{*}} [[giant toad|giant]]){{*}} [[Wagon]]{{*}} [[Worm]] ([[worm man|man]]{{*}} [[giant earthworm|giant]])&lt;br /&gt;
&lt;br /&gt;
| group16 = Fantasy&lt;br /&gt;
| list16  = [[Beak dog]]{{*}} [[Blizzard man]]{{*}} [[Foul blendec]]{{*}} [[Gremlin]]{{*}} [[Grimeling]]{{*}} [[Harpy]]{{*}} [[Ice wolf]]{{*}} [[Merperson]]{{*}} [[Nightwing]]{{*}} [[Ogre]]{{*}} [[Sasquatch]]{{*}} [[Satyr]]{{*}} [[Sea monster]]{{*}} [[Sea serpent]]{{*}} [[Strangler]]{{*}} [[Troll]]{{*}} [[Unicorn]]{{*}} [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
| group17 = [[Night creature]]s&lt;br /&gt;
| list17  = [[Bogeyman]]{{*}} [[Experiment]]{{*}} [[Ghost]]{{*}} [[Infected ghoul]]{{*}} [[Intelligent undead]]{{*}} [[Mummy]]{{*}} [[Necromancer]]{{*}} [[Night troll]]{{*}} [[Nightmare]]{{*}} [[Undead]]{{*}} [[Vampire]]{{*}} [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
| group18 = [[Semi-megabeast]]s&lt;br /&gt;
| list18  = [[Cyclops]]{{*}} [[Ettin]]{{*}} [[Giant]]{{*}} [[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
| group19 = [[Megabeast]]s&lt;br /&gt;
| list19  = [[Bronze colossus]]{{*}} [[Dragon]]{{*}} [[Forgotten beast]]{{*}} [[Hydra]]{{*}} [[Roc]]{{*}} [[Titan]]&lt;br /&gt;
&lt;br /&gt;
| group20 = Hidden Fun Stuff&lt;br /&gt;
| list20  = [[Angel]]{{*}} [[Demon]]&lt;br /&gt;
&lt;br /&gt;
| group21 = Nonexistent&lt;br /&gt;
| list21  = [[Centaur]]{{*}} [[Chimera]]{{*}} [[Griffon]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#ifeq:{{{cat|}}}|nocat||{{Category|Creatures}}}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Elf&amp;diff=275846</id>
		<title>DF2014 Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Elf&amp;diff=275846"/>
		<updated>2022-12-20T14:08:57Z</updated>

		<summary type="html">&lt;p&gt;Su: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What about tower caps in caves?  Do elves notice if these are chopped down?  How do the elves determine if a tree is cut down?[[Special:Contributions/24.45.114.135|24.45.114.135]] 18:53, 31 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Entity Raws ==&lt;br /&gt;
&lt;br /&gt;
I think there should be a listing for the elven civilization entity raws in this article along with the creature raws&lt;br /&gt;
&lt;br /&gt;
OO&lt;br /&gt;
&lt;br /&gt;
the wiki only has one page dedicated to elves, there is nothing that mentions how their civilization works. This one page doesn't even&lt;br /&gt;
&lt;br /&gt;
mention growing trees.&lt;br /&gt;
&lt;br /&gt;
Reduced rating to Superior because it did not include all information.&lt;br /&gt;
&lt;br /&gt;
== trade ==&lt;br /&gt;
&lt;br /&gt;
Much of this article is focused on trading with elves. Some of the info might be better suited for [[trade]] entry. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:07, 13 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Elf Racism&amp;quot; edits ==&lt;br /&gt;
&lt;br /&gt;
Is there an official Kitfox policy on how Elves should be represented, as suggested in the patch notes? If so, where is it accessible? As a long-time reader the &amp;quot;D for Dwarf&amp;quot; sections and humour really help this wiki, and the game's community in general, stand out.&lt;br /&gt;
&lt;br /&gt;
: it's pinned in the kitfox discord [#df-discussion] but i'll ask if it can be made more public. [[User:Su|Su]] ([[User talk:Su|talk]]) 14:08, 20 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=275837</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=275837"/>
		<updated>2022-12-20T13:42:25Z</updated>

		<summary type="html">&lt;p&gt;Su: Undo revision 275831 by Silverwing235 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:30, 2 January 2020 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees). They often live in [[forest retreat]]s.&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive in late spring, bringing only [[plant]] and [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. &lt;br /&gt;
&lt;br /&gt;
During [[trade]], elves will '''not''' accept: '''wood, wooden items, or any goods [[Decoration|decorated]] with wood; this includes ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production.''' (Dwarves cannot normally decorate objects with wood, but other civilizations can, so be careful with objects with decorations) Elves bring their own &amp;quot;grown&amp;quot; wooden items - those were presumably produced without cutting down trees. They will accept elf-made wooden items in trade, but not wooden items made by anyone else. '''As of {{version|50.01}}, they also will not accept animal-derived goods, such as items made [or decorated] with [[bone]] or [[shell]].'''&lt;br /&gt;
&lt;br /&gt;
'''Be also careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s - if the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot'''. &lt;br /&gt;
&lt;br /&gt;
You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
'''They will generally accept:''' items made of green glass, stone, metal, silk, leather, plant fiber cloth, and even plants, as well as animals in trade, as long as those are not held in dwarf-made wooden cages, and also ''raw'' clear glass and ''raw'' crystal glass, even though these are made using [[pearlash]], and ash-[[glaze]]d items.  (Despite the name, [[petrified wood]] is a kind of stone, and therefore acceptable in their religious precepts. Apparently it's okay if the tree died of natural causes a long time ago.)&lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
The elven diplomat will arrive approximately halfway through the first month in spring. At some point, the diplomat may revisit your fortress to establish a treecutting quota.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-1.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Although the first screen lists a quota of 100 trees, accepting this offer leads to a negotiation phase, where the limit may be different from 100.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-2.png|350px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-3.png|350px]]&lt;br /&gt;
&lt;br /&gt;
If the player agrees to a treecutting meeting, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-4.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in '''trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. Also note this quota also affects subterranean mushrooms like [[tower-cap]]s and [[fungiwood]]s, as, despite being fungi, the game classifies them as trees.'''&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
List of what you can expect in an average elven caravan:&lt;br /&gt;
*Wooden logs: Always useful, unless you are in a forest biome and already drowning in wooden logs. Quantity depending on how many logs you have already; lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
*Fruits and various other growths from [[tree]]s. Can be made into alcohol or eaten, good for booze variety. Elves can bring a lot of plants and fruit that are otherwise not native to your fort.&lt;br /&gt;
*Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These all are useful, though generally are easy enough to make locally.&lt;br /&gt;
*Soil types: [[sand]] in bags, various types of [[clay]]. In case you have no sand or clay, those are useful. Keep in mind that they don't bring enough of either for long-term, mass production.&lt;br /&gt;
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.&lt;br /&gt;
*A few aboveground tame animals in wooden cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring the animals they get from their biome, so you may be able to guess what they will bring next. For that matter, elves installed on savage tropical lands are the best. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
*Caged tame [[vermin]], which have no real use aside from putting in a [[zoo]], or if you want more cages.  It's worth noting, however, that occasionally they will sell suitable war-beasts like jaguars and bears.&lt;br /&gt;
*Rope reed or other plant cloth [[clothing]], mildly useful if you are lacking clothing and haven't bothered setting up a clothing industry, although you may not deem it dwarven enough to wear.&lt;br /&gt;
*Wooden [[crutch]]es and [[Health_care#Splints|splint]]s, which are pretty handy for [[health care]] if you didn't make any.&lt;br /&gt;
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or are restricting yourself to wooden weapons.&lt;br /&gt;
*Craft goods, such as toys or cups. Typically, it isn't necessary to buy these, since dwarves can make all that they need on their own, but the elves might carry [[instrument]]s that dwarves cannot make.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions, otherwise, they are identical to the wood that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Elven caravans do not bring cloth, seeds or booze, and rarely bring grown wooden logs.{{bug|7863}}&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=275802</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=275802"/>
		<updated>2022-12-20T10:11:49Z</updated>

		<summary type="html">&lt;p&gt;Su: remove elf racism as per kitfox policy, mention new animal products restriction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:30, 2 January 2020 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees). They often live in [[forest retreat]]s.&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive in late spring, bringing only [[plant]] and [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. &lt;br /&gt;
&lt;br /&gt;
During [[trade]], elves will '''not''' accept: '''wood, wooden items, or any goods [[Decoration|decorated]] with wood; this includes ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production.''' (Dwarves cannot normally decorate objects with wood, but other civilizations can, so be careful with objects with decorations) Elves bring their own &amp;quot;grown&amp;quot; wooden items - those were presumably produced without cutting down trees. They will accept elf-made wooden items in trade, but not wooden items made by anyone else. '''As of {{version|50.01}}, they also will not accept animal-derived goods, such as items made [or decorated] with [[bone]] or [[shell]].'''&lt;br /&gt;
&lt;br /&gt;
'''Be also careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s - if the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot'''. &lt;br /&gt;
&lt;br /&gt;
You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
'''They will generally accept:''' items made of green glass, stone, metal, silk, leather, plant fiber cloth, and even plants, as well as animals in trade, as long as those are not held in dwarf-made wooden cages, and also ''raw'' clear glass and ''raw'' crystal glass, even though these are made using [[pearlash]], and ash-[[glaze]]d items.  (Despite the name, [[petrified wood]] is a kind of stone, and therefore acceptable in their religious precepts. Apparently it's okay if the tree died of natural causes a long time ago.)&lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
They have no facial hair, but, rarely, they have at least stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease. Unlike other races, elves do not worship [[deities]], but rather [[force]]s which permeate the forests. Their life of harmony with the land and its wild beauty and creatures often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elvish language|elvish language]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
The elven diplomat will arrive approximately halfway through the first month in spring. At some point, the diplomat may revisit your fortress to establish a treecutting quota.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-1.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Although the first screen lists a quota of 100 trees, accepting this offer leads to a negotiation phase, where the limit may be different from 100.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-2.png|350px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-3.png|350px]]&lt;br /&gt;
&lt;br /&gt;
If the player agrees to a treecutting meeting, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.&lt;br /&gt;
&lt;br /&gt;
[[File:Tree-meeting-4.png|350px]]&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in '''trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. Also note this quota also affects subterranean mushrooms like [[tower-cap]]s and [[fungiwood]]s, as, despite being fungi, the game classifies them as trees.'''&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
List of what you can expect in an average elven caravan:&lt;br /&gt;
*Wooden logs: Always useful, unless you are in a forest biome and already drowning in wooden logs. Quantity depending on how many logs you have already; lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
*Fruits and various other growths from [[tree]]s. Can be made into alcohol or eaten, good for booze variety. Elves can bring a lot of plants and fruit that are otherwise not native to your fort.&lt;br /&gt;
*Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These all are useful, though generally are easy enough to make locally.&lt;br /&gt;
*Soil types: [[sand]] in bags, various types of [[clay]]. In case you have no sand or clay, those are useful. Keep in mind that they don't bring enough of either for long-term, mass production.&lt;br /&gt;
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.&lt;br /&gt;
*A few aboveground tame animals in wooden cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring the animals they get from their biome, so you may be able to guess what they will bring next. For that matter, elves installed on savage tropical lands are the best. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
*Caged tame [[vermin]], which have no real use aside from putting in a [[zoo]], or if you want more cages.  It's worth noting, however, that occasionally they will sell suitable war-beasts like jaguars and bears.&lt;br /&gt;
*Rope reed or other plant cloth [[clothing]], mildly useful if you are lacking clothing and haven't bothered setting up a clothing industry, although you may not deem it dwarven enough to wear.&lt;br /&gt;
*Wooden [[crutch]]es and [[Health_care#Splints|splint]]s, which are pretty handy for [[health care]] if you didn't make any.&lt;br /&gt;
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or are restricting yourself to wooden weapons.&lt;br /&gt;
*Craft goods, such as toys or cups. Typically, it isn't necessary to buy these, since dwarves can make all that they need on their own, but the elves might carry [[instrument]]s that dwarves cannot make.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions, otherwise, they are identical to the wood that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control.&lt;br /&gt;
&lt;br /&gt;
Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Elven caravans do not bring cloth, seeds or booze, and rarely bring grown wooden logs.{{bug|7863}}&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Container&amp;diff=275797</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Container&amp;diff=275797"/>
		<updated>2022-12-20T09:22:03Z</updated>

		<summary type="html">&lt;p&gt;Su: remove gender&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:03, 9 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Container&lt;br /&gt;
|tile=Æ&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
}}&lt;br /&gt;
{{Translation| dwarven = etost | elvish = thale | goblin = ustêx | human = puti}}&lt;br /&gt;
:''This article is about buildable containers, for all types of containers see: [[storage]]''.&lt;br /&gt;
&lt;br /&gt;
'''Containers''' is a general term used for various types of similar [[item]]s which are used for [[storage|storing]]. Containers are named differently depending on what they are made of (see table, below), but they all fill the same function. They are a common requirement for [[noble]]s, and they are also good for increasing the [[room value|value]] of a [[room]]. Each different type of container holds a varying number of items. Dwarves may walk through tiles with containers.&lt;br /&gt;
&lt;br /&gt;
Containers are listed under &amp;quot;tools&amp;quot; in some menus.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a container in their bedroom, they will leave any possessions on the floor. Containers are also used in [[barracks]] to store [[squad]] equipment, and needed in a [[library]] to store blank writing materials such as [[quire]]s. Note that a [[bookcase]] is needed for ''written'' [[book|materials]].&lt;br /&gt;
;Different names for containers:&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Name !! Material !! Required materials&lt;br /&gt;
|-&lt;br /&gt;
|'''Box'''&lt;br /&gt;
|[[Glass]]&lt;br /&gt;
| 1 bag of sand (+ pearlash if crafting clear glass), or 1 uncut rock crystal gem&lt;br /&gt;
|-&lt;br /&gt;
|'''Coffer'''&lt;br /&gt;
|[[Stone]]&lt;br /&gt;
| 1 rock&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest'''&lt;br /&gt;
|[[Wood]], [[Metal]]&lt;br /&gt;
| 1 log or 3 bars of metal&lt;br /&gt;
|-&lt;br /&gt;
|'''Bag'''&lt;br /&gt;
|[[Cloth]], [[Leather]]&lt;br /&gt;
| 1 cloth or 1 leather&lt;br /&gt;
|}&lt;br /&gt;
Both bags and barrels (and all other containers) function exactly the same in-game - they report a container capacity (either hardcoded or derived from the item_tool raws), they have references to their contents (general_ref_contains_itemst), and their contents have references back to the container itself (general_ref_contained_in_itemst).&lt;br /&gt;
&lt;br /&gt;
Any behavioral differences between them are entirely due to the way jobs handle them and the way they (and their contents) are categorized for selection by jobs, and custom reactions don't necessarily follow all of those rules. Custom reactions can use seeds that are stored in bags without requesting the bags themselves, but plant growths might be treated differently, possibly an attempt to keep quarry bush leaves inside their bags (and similar scenarios). &lt;br /&gt;
&lt;br /&gt;
Bags are a special type of box.  While they can be built as furniture, they are more commonly used by dwarves to store seeds, mill plants at a [[millstone]] or quern, or collect [[sand]].  Dwarves have a habit of filling bags with seeds whenever possible, so, typically, many of them need to be made if they are going to be used for other purposes.&lt;br /&gt;
[[File:ML - Geldbeutel.jpg|thumb|300px|center|A coin bag from the ancient times.]]&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=275796</id>
		<title>Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=275796"/>
		<updated>2022-12-20T09:16:15Z</updated>

		<summary type="html">&lt;p&gt;Su: mention hardcoding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:17, 6 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|the tree|[[Ash (tree)]]}}&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is an intermediate good used to make [[potash]], [[lye]], or to [[Glazer|glaze]] [[ceramic industry|ceramics]]. Ash is produced by burning [[wood]] at a [[wood furnace]], and comes in [[bar]]s, stored in a [[Stockpile#Bar/Block|bar/block stockpile]], and viewable in the [[stocks]] screen under &amp;quot;bars&amp;quot;. Ash bars are a surprisingly-sound structural material, usable for building [[construction]]s, [[workshop]]s and [[furnace]]s of equal parity to, say, [[granite]]. Although the precise [[material science|material properties]] of ash are unknown, it is [[fire-safe]], (somehow) [[magma-safe]], and can even resist the heat of [[dragonfire]], making it a usable material when working with intense heat.&lt;br /&gt;
&lt;br /&gt;
Procedurally-generated creatures (such as [[titan]]s and [[forgotten beast]]s) may occasionally be composed of ash, though killing them will just result in a useless pile of ash for your dwarves to clean up.  A killed [[fire man]] will leave behind a usable bar of ash, though these creatures are rare.&lt;br /&gt;
&lt;br /&gt;
Ash is one of the few [[Hardcoded_material|hardcoded materials]].&lt;br /&gt;
&lt;br /&gt;
[[File:ash_preview.jpg|thumb|260px|center|Step 1 - Just add fire to anything.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ibruk&lt;br /&gt;
| elvish  = imeri&lt;br /&gt;
| goblin  = usmdas&lt;br /&gt;
| human   = cish&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|ASH}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;br /&gt;
[[ru:Ash]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=275792</id>
		<title>Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ash&amp;diff=275792"/>
		<updated>2022-12-20T09:08:35Z</updated>

		<summary type="html">&lt;p&gt;Su: make hatnote use template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:17, 6 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{infostart|}}&lt;br /&gt;
{{infoheader|Properties}}&lt;br /&gt;
{{infocell|&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1200&lt;br /&gt;
* [[Specific heat]] 800}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|the tree|[[Ash (tree)]]}}&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is an intermediate good used to make [[potash]], [[lye]], or to [[Glazer|glaze]] [[ceramic industry|ceramics]]. Ash is produced by burning [[wood]] at a [[wood furnace]], and comes in [[bar]]s, stored in a [[Stockpile#Bar/Block|bar/block stockpile]], and viewable in the [[stocks]] screen under &amp;quot;bars&amp;quot;. Ash bars are a surprisingly-sound structural material, usable for building [[construction]]s, [[workshop]]s and [[furnace]]s of equal parity to, say, [[granite]]. Although the precise [[material science|material properties]] of ash are unknown, it is [[fire-safe]], (somehow) [[magma-safe]], and can even resist the heat of [[dragonfire]], making it a usable material when working with intense heat.&lt;br /&gt;
&lt;br /&gt;
Procedurally-generated creatures (such as [[titan]]s and [[forgotten beast]]s) may occasionally be composed of ash, though killing them will just result in a useless pile of ash for your dwarves to clean up.  A killed [[fire man]] will leave behind a usable bar of ash, though these creatures are rare.&lt;br /&gt;
&lt;br /&gt;
[[File:ash_preview.jpg|thumb|260px|center|Step 1 - Just add fire to anything.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ibruk&lt;br /&gt;
| elvish  = imeri&lt;br /&gt;
| goblin  = usmdas&lt;br /&gt;
| human   = cish&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|ASH}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;br /&gt;
[[ru:Ash]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Army&amp;diff=275791</id>
		<title>Army</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Army&amp;diff=275791"/>
		<updated>2022-12-20T09:07:02Z</updated>

		<summary type="html">&lt;p&gt;Su: make hatnote use template, remove incorrect compatibility info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|military activities in fortress mode|[[Military]]}}&lt;br /&gt;
[[File:dwarf_army2.jpg|thumb|265px|right|Many combat skills about to go up.&amp;lt;br /&amp;gt;''Art by conorburkeart'']]'''Armies''' are groups of people wandering the world with a specific purpose and direction. The word 'army' is used loosely here, as is the word 'group'; it simply represents the abstract data structures used by [[main:Toady One|Toady One]] to keep track of moving people, and a 'group' can very well be one single person. Armies draw from existing populations (both abstract and [[historical figure]]s) and can be encountered in the wild after [[world generation]]. Non-army entities always sit where they are, at their site of origin, and don't move after world generation.&lt;br /&gt;
&lt;br /&gt;
The following groups are considered armies by the game:&lt;br /&gt;
&lt;br /&gt;
*Your [[Adventure mode|adventuring]] party (i.e. your adventurer and their companions)&lt;br /&gt;
*Non-player adventurers (i.e. [[quester]]s) and [[agent]]s&lt;br /&gt;
*Invading forces; this includes both offsite invaders and armies marching to [[siege]] you&lt;br /&gt;
*[[Squad]]s sent offsite on a [[mission]]&lt;br /&gt;
*[[Bandit]] groups on a raid&lt;br /&gt;
*[[Refugee]] groups&lt;br /&gt;
*[[Immigration|Migrant]] groups&lt;br /&gt;
*[[Caravan]]s&lt;br /&gt;
*A [[necromancer]]'s horde on patrol&lt;br /&gt;
&lt;br /&gt;
On the other hand, other groups such as [[megabeast]]s and [[titan]]s are not armies of their own, and always sit in their lair.&lt;br /&gt;
&lt;br /&gt;
Every site can have its own army, and that army can potentially be sent out on missions.  The civ itself can also have its own army, which is treated as a separate army.  How armies are built depends on the noble positions.&lt;br /&gt;
&lt;br /&gt;
Normally, nobles will be created based on their NUMBER; as long as a noble position can be appointed (either [ELECTED] or its [APPOINTED_BY] noble exists) that number of nobles will be created automatically.  The exception to this is those with AS_NEEDED, which will never be created until an army is formed.&lt;br /&gt;
&lt;br /&gt;
Missions are created by a noble with the [MILITARY_GOALS] position (defending a site from invasion is also considered a mission).  When a mission is created, the noble will first decide how many troops it will send on that mission.  This number is limited by the total population of the site.&lt;br /&gt;
&lt;br /&gt;
These troops will be assigned to nobles with SQUAD tags.  If there are not enough squads to handle all of the needed troops, nobles with the COMMANDER tag, who command positions with the [NUMBER:AS_NEEDED] tag, will start appointing subordinates.  The &amp;quot;lowest ranked&amp;quot; noble that is still able to appoint new subordinates will have priority.&lt;br /&gt;
&lt;br /&gt;
The [COMMANDER:position:ALL] tag states that a noble is the commander of the designated position.  However, you can ALSO put a number here (this feature is not used in vanilla).  For example, [COMMANDER:position:10].  This means that the commander can command a maximum of 10 nobles with the specified position.  (ALL means they can appoint as many as they want.)&lt;br /&gt;
&lt;br /&gt;
In vanilla DF, since the GENERAL has [COMMANDER:LIEUTENANT:ALL], and the LIEUTENANT has [COMMANDER:CAPTAIN:ALL], even though LIEUTENANT has [NUMBER:AS_NEEDED] there will almost never be more than one LIEUTENANT per civ: once there is one LIEUTENANT they can keep adding CAPTAINs until there are enough to manage the entire army, so no more LIEUTENANTs are needed.  However, if, for instance, you limit the LIEUTENANT to only be able to command 10 CAPTAINs, if the mission requires an army larger than 100 soldiers the GENERAL will appoint a new LIEUTENANT.&lt;br /&gt;
&lt;br /&gt;
This also means that if you limit the GENERAL to only be able to command 10 LIEUTENANTs, the civ's total army size will be limited to about 1000 soldiers. Using this, you can limit the size of a civ's army and make it weaker in war.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Army]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;diff=275789</id>
		<title>Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;diff=275789"/>
		<updated>2022-12-20T08:55:08Z</updated>

		<summary type="html">&lt;p&gt;Su: remove freenode, add kitfox discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Dwarf Fortress'' has only one person writing its code. There's a lot of it, and a lot that is quite new, so it's unfortunately inevitable that some imperfections creep in. The game itself is also just extremely complex, and it's easy to become confused.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
{{main|Frequently asked questions}}&lt;br /&gt;
If other documentation has not helped, you might see the [[Frequently Asked Questions|FAQ]] page.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{main|Known bugs and issues}}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, DF is not immune to bugs. While Toady fixes them as fast as he can, you might find some workarounds on the [[Known bugs and issues|known bugs]] page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/ Mantis Bug tracker] - Before creating a new bug report, please search the bug tracker first to see if the bug was already reported. When submitting a bug report:&lt;br /&gt;
&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 (use [code] tags).&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/ DF File Depot] or another file hosting site.&lt;br /&gt;
&lt;br /&gt;
== Forums and other resources ==&lt;br /&gt;
&lt;br /&gt;
Not to worry, there are plenty of DF players out there and they are generally very friendly. Usually they'll gladly help you figure out your particular daunting dwarvish dilemma. Remember to be polite and use a forum's search function to see if your question has previously been asked before making a new post. If you follow this advice then people will be more than thrilled to help.&lt;br /&gt;
&lt;br /&gt;
===Forums===&lt;br /&gt;
*[http://www.bay12forums.com/smf/ Official Forums]&lt;br /&gt;
*[https://discord.gg/kitfoxgames Official Kitfox Discord]&lt;br /&gt;
*[https://www.reddit.com/r/dwarffortress/ Reddit]&lt;br /&gt;
*[http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread]&lt;br /&gt;
*[https://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion]&lt;br /&gt;
*[https://arstechnica.com/civis/viewtopic.php?f=22&amp;amp;t=52391 Ars Technica]&lt;br /&gt;
*[https://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread]&lt;br /&gt;
*[https://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread]&lt;br /&gt;
*[https://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)]&lt;br /&gt;
*[https://dwarf.forumczech.com/forum.htm Ceske a slovenské forum (cz/sk)]&lt;br /&gt;
*[https://sg.hu/forum/tema/1290170541 Dwarf Fortress SG Fórum (Hu)]&lt;br /&gt;
*[https://tieba.baidu.com/f?kw{{=}}%E7%9F%AE%E4%BA%BA%E8%A6%81%E5%A1%9E Baidu Tieba Thread (zh-CN)]&lt;br /&gt;
&lt;br /&gt;
===IRC Channels===&lt;br /&gt;
{{main|IRC}}&lt;br /&gt;
*[irc://irc.newnet.net/bay12games #bay12games] on newnet.net&lt;br /&gt;
*[irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
*[irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org&lt;br /&gt;
*[irc://irc.tellaerad.net/DF #DF] on tellaerad.net&lt;br /&gt;
*[irc://irc.rizon.net/brofortress #brofortress] on rizon.net&lt;br /&gt;
*[irc://irc.esper.net/dwarffortress #DwarfFortress] on Esper.net&lt;br /&gt;
&lt;br /&gt;
===Other wikis===&lt;br /&gt;
*[http://www.dwarffortress.fr/wiki Le Wiki Français ]&lt;br /&gt;
*[http://dwarffortress.if.land.to/ The Japanese (????) Wiki ]&lt;br /&gt;
*[http://www.dfwk.ru The Russian Wiki ]&lt;br /&gt;
*[[Dwarf_Fortress_Italia|Wiki Italiano]]&lt;br /&gt;
*[https://dfzh.huijiwiki.com The Chinese Wiki]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=275787</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=275787"/>
		<updated>2022-12-20T08:48:36Z</updated>

		<summary type="html">&lt;p&gt;Su: remove some outdated info, add old notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:56, 5 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen.&lt;br /&gt;
&lt;br /&gt;
To save and quit back to the main menu, select {{DFtext|Save Game}}.&lt;br /&gt;
{{tc|#d00|Unless you know what you are doing, do not select either}} {{DFtext|Retire the Fortress (for the time being)}} or {{DFtext|Abandon the Fortress to Ruin}}! These will essentially cause you to lose your save.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, in this case at year 125, since stopping history too soon can limit material availability for embark and trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
&lt;br /&gt;
Then hit {{k|y}} to generate the world. Note that you don't need to understand what's happening during world generation at this point, you can inspect the world during embark. At the end of world creation, hit {{k|Enter}} to Accept your newly created world.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Embark =&lt;br /&gt;
{{main|Embark}}&lt;br /&gt;
&lt;br /&gt;
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. Select {{DFtext|Start Playing}} from the main menu, then {{DFtext|Dwarf Fortress}}. The game will load and update the world, then show the '''Choose Fortress Location''' screen. There are three maps: Local, Region, and World.&lt;br /&gt;
* '''World''' shows the whole world.&lt;br /&gt;
* '''Region''' shows all of the region tiles in the part of the world indicated by the cursor on the world map.&lt;br /&gt;
* '''Local''' shows all of the local embark tiles in the region tile indicated by the cursor on the region map.&lt;br /&gt;
In the local map area is the highlighted embark area that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}} and resize with {{K|U}} {{K|M}} {{K|K}} {{K|H}}. This highlighted square will be your play area after you embark; you cannot directly act or see details [[Civilization_and_World_Info|outside of this area]] during your game. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. &lt;br /&gt;
&lt;br /&gt;
{{ambox&lt;br /&gt;
|type=type&lt;br /&gt;
|text=The highlighted embark area may contain '''multiple biomes''', and the game will display {{DFtext|F1F2F3|2:1}}&amp;amp;#8288;{{DFtext|:&amp;amp;nbsp;View&amp;amp;nbsp;Biome|7:1}} near the bottom right. It is '''very important''' to press {{K|F1}}, {{K|F2}}, etc, to check all of them (Macs and laptops may require {{k|fn}}-{{k|F1}}). Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being in the main biome (the one visible with {{k|F1}}).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least not a heavy or varied aquifer. This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*'''Deep Metal(s)''' &lt;br /&gt;
*'''Flux Stone''' For your steel industry&lt;br /&gt;
*Use {{k|Tab}} to check your neighbors and avoid places with '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-finder.png|thumb|right|Initial finder criteria]]&lt;br /&gt;
While finding a site is not as simple as world generation, the {{K|f}}ind tool can help quite a bit. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to change the criteria as shown to the right, then press {{k|Enter}} to start the search.&lt;br /&gt;
[[File:Quickstart-finder-partial.png|thumb|right|Finder partial match missing Good surroundings]]&lt;br /&gt;
If the search completes and the world map is covered with red flashing {{DFtext|X|4:1}}s, that means that it couldn't find any area matching your criteria. The criteria list shows which criteria it couldn't meet in red for the closet match — try changing or removing the red criteria and searching again. Or, you can put only some criteria into the tool (at the very least, No Heavy/Varied Aquifer) and add more to narrow the search. Note that &amp;quot;Calm&amp;quot; is classified as Neutral with Low Savagery (see [[Surroundings#Combinations_of_surroundings|the chart here]] for why) and that Neutral is Medium Evil on the finder criteria, while Good is Low Evil.)&lt;br /&gt;
&lt;br /&gt;
Once the find tool has finished searching with matches found, press {{K|ESC}} to look at the results. Any region in which it found a match will be indicated by a green flashing {{DFtext|X|2:1}} on the region and world maps. Since the find tool '''only''' indicates '''regions''' containing matches, you will need to check the local map manually (with {{k|u}} {{k|m}} {{k|k}} {{k|h}}) until you find the most suitable site. Don't forget that there can be multiple biomes to check with {{K|F1}}, {{K|F2}}, etc.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can resize your embark area using {{k|U}} {{k|M}} {{k|K}} {{k|H}}. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.&lt;br /&gt;
&lt;br /&gt;
If you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, once you have the right area highlighted on the local map, press {{K|e}} to move onto the next step.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys (remember that {{k|Shift}}+arrow keys will move faster). Look up and down a few [[z-level]]s with {{K|&amp;amp;lt;}} and {{K|&amp;amp;gt;}} ({{k-|Shift|,}} and {{k-|Shift|.}} on many keyboards). The mousewheel will zoom the map in and out. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the [[fun]], because even when you lose, you create an interesting story. Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them (though you ''can'' specify the details of tasks, such as the material or design, in the {{k|d}}etails menus in workshops).&lt;br /&gt;
&lt;br /&gt;
===''Stout Labor''===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Easier menus on a laptop|&lt;br /&gt;
If you're on a laptop (or using a restricted keyboard), you may notice that using {{k|+}} to scroll upward on some menus is inconvenient, since it requires the {{k|Shift}} key.&lt;br /&gt;
&lt;br /&gt;
Fortunately, this is easy to change to {{k|1==}}:&lt;br /&gt;
# Press {{k|Esc}} to access the [[#Options menu|options menu]] and select {{DFtext|Key Bindings}}&lt;br /&gt;
# Select {{DFtext|General}}, scroll down to {{DFtext|Move secondary selector down}} (using the arrow keys), move right, and select {{DFtext|Add binding}}&lt;br /&gt;
# Press {{k|1==}} and select either option that appears.&lt;br /&gt;
# Press {{k|Esc}} and select {{DFtext|Save and exit}}&lt;br /&gt;
&lt;br /&gt;
See [[Key bindings]] for more info.&lt;br /&gt;
}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the [[Fishing]] labor is enabled for a dwarf, that dwarf is allowed to engage in fishing. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job. Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of. Look over your dwarves' assigned [[labor]]s: Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}} and {{K|+}}. You can enter each category with {{k|Enter}} (except for mining, which is a single labor), toggle each labor off and on with {{K|Enter}}, and get back out with {{K|Esc}}. After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
&lt;br /&gt;
Even if no dwarves have the corresponding skills, ensure the following labors are set as specified:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
! Dwarves Assigned&lt;br /&gt;
|-&lt;br /&gt;
| Woodworking || [[wood cutter|Wood Cutting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking || [[engraver|Stone Detailing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related || [[ambusher|Hunting]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[wood burner|Wood Burning]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || [[herbalist|Plant Gathering]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related || [[fisherdwarf|Fishing]] || 0 (disabled for all)&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[furnace operator|Furnace Operating]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[armorsmith|Armoring]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[weaponsmith|Weaponsmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[blacksmith|Blacksmithing]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || [[metal crafter|Metalcrafting]] || 1 or more&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || [[gem cutter|Gem Cutting]] || 1 or more&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's important to disable fishing and hunting until you have your initial fort completed &amp;amp;mdash; dwarves with these labors enabled will constantly be outside attempting to perform them. When you're first starting out you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling). Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower-quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{k|i}}, then draw the rectangle to create a zone. Afterwards make it a Meeting Area. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}esignations menu allows you to select areas to dig. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the [[Designations Menu]].&lt;br /&gt;
#Hit {{K|d}} to mine or {{k|h}} to channel (see above)&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}.&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can be many tiles wide. After you press {{K|d}} to designate, make sure it's set to &amp;quot;Standard&amp;quot; in the settings at the bottom, rather than &amp;quot;Marker only.&amp;quot; You can set this with {{K|m}}. If it's set to &amp;quot;Marker only&amp;quot;, the designation will not be carried out.&lt;br /&gt;
&lt;br /&gt;
[[File:Digging Channeling tiles.PNG|200px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;amp;gt;}} and tunnel into one wall of the pit (with {{K|d}}-{{K|d}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20 ({{k|Shift}} moves 10 tiles when digging, so this can be easily accomplished by pressing {{k|Shift}}+an arrow key twice). This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily: &lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Press {{k|v}}, navigate to the dwarf, and press {{k|p}}-{{k|l}}&lt;br /&gt;
* Enable the &amp;quot;Mining&amp;quot; option (see [[#Stout Labor|Stout Labor]] above)&lt;br /&gt;
* Exit with {{k|Esc}}&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 2 picks. If you want more than two miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart lodgings 1.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot, which will go in the 5x5 room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a convenient size for stockpile rooms, as the {{k|Shift}}+arrow keys move the cursor 11 tiles. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the [[Stockpile#Custom_stockpiles|custom stockpile]] settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile, if it isn't already selected.&lt;br /&gt;
#Designate the whole 11x11 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
Consequently, you will normally use up/down stairs, and use down and up stairs only for the top and bottom-most level of your staircase respectively. If you're not sure whether you want to expand the staircase in the future, use up/down stairs at the end.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Designate a downward [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier) with {{K-|d|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an up/down stairway on it with {{K-|d|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:Quickstart lodgings 2.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{k|i}} key, create an activity zone in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you draw the rectangle before defining what the area is for. Draw the rectangle, filling the entire room, and set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[DF2014:Activity_zone|activity zone]] is already mined out before attempting to designate the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for [[Stockpile#Refuse|{{K|r}}efuse]] ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food is necessary for your dwarves' survival -  to keep functioning, they require constant supplies of food and drink - the {{k|z}} stock screen can be used to monitor how much food and drink is available. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart layout 3.png|thumb|right|A 5x5 room with a 3x3 farm plot]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{k|p}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Notice that some types of buildings (as well as most constructions) are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the length and width of the building using {{K|u}}{{K|m}}{{K|k}}{{K|h}} and position it with the directional keys. Use {{K|u}}{{K|m}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room, ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
Remember that you must enable the {{DFtext|Farming (Fields)}} labour for at least one dwarf, or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow [[plump helmet]]s during all seasons. You can use {{K|+}} and {{K|-}} to select plump helmets (pressing {{k|-}} once should do the trick). Select with {{K|enter}}. '''You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season''' &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, select the [[Controls_guide#View_items_in_buildings.2C_t|View Items in Buildings]] command {{K|t}} and move to the farm plot.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gathering}} labor enabled (under {{dftext|Farming}}), and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{k|d}}esignate some {{k|p}}lants to be gathered on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop ({{k|b}}, {{k|w}}, {{k|u}}) and mark one of your animals for slaughtering (press {{k|v}}, move the cursor to the animal, then press {{k|p}}, {{k|s}}). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|d}}-{{k|i}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for {{K|w}}ood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{K|d}}-{{K|t}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity zone ({{k|i}}-{{k|w}}) around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a [[brewer]] to brew drinks. Unfortunately, your brewer is also your woodcutter (with a default embark), who is busy cutting down trees. You will want to make a different dwarf your brewer instead, since both your brewer and woodcutter will be busy (and one dwarf can't do both jobs at the same time).&lt;br /&gt;
# Find your woodcutter in the {{k|u}}nits list, select it, and press {{k|z}} (this selects the dwarf without you having to search your entire map). Use the {{k|p}}-{{k|l}} menu to disable brewing (located under &amp;quot;Farming/related&amp;quot; &amp;amp;mdash; you can navigate this menu with the {{k|+}} and {{k|-}} buttons).&lt;br /&gt;
# Pick another dwarf that isn't doing anything useful. Right now, this can probably be your fish cleaner, but you can change this as soon as some migrants arrive (by following these steps again).&lt;br /&gt;
# Use the {{k|u}}-{{k|z}}-{{k|p}}-{{k|l}} menu again to enable brewing on the new dwarf.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart still 1.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{k|b}}-{{k|w}}-{{k|l}} to build a still. Position it in the 3x3 area you just created and press {{k|Enter}}.&lt;br /&gt;
# Use {{K|Enter}} to select a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
# Use {{k|Esc}} to exit the menu, and unpause the game.&lt;br /&gt;
After a short delay, your new brewer should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, use {{k|q}} to select the still and press {{k|a}}dd task-{{k|b}}rew drink. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:Quickstart workshops 1.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is east of the Carpenter's workshop (northwest corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow (Ö/umlaut-O) in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|d|i}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Mason's_workshop|mason's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Note however that some tiles of workshops are impassable: they appear as dark green 'X' when you choose a location (the specific wiki pages of the workshops also show you this). So before you build small 3x3 rooms for each workshop, make sure your dwarves will be able to reach them. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase (you can designate multiple z-levels at once using {{k|&amp;amp;lt;}} and {{k|&amp;amp;gt;}}, just like moving up and down). Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{K-|b|w}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Stout Labor|Stout Labor]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K-|p|x}} and selecting the entire stockpile) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
&lt;br /&gt;
Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one [[table|{{k|t}}able]] and one [[throne]]/{{k|c}}hair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, on a separate page. They are not visible initially, so you'll need to scroll with {{k|+}} or {{k|-}} &amp;amp;mdash; scrolling up with {{k|-}} is more efficient, as it wraps to the bottom of the list.) While the wheelbarrows are being built, select your stone stockpile with {{k|q}} and use {{k|w}} to increase &amp;quot;Max Wheelbarrow&amp;quot; to 3 (the maximum). Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
&lt;br /&gt;
===''&amp;quot;Where did I build that ____?&amp;quot;''===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
&lt;br /&gt;
* You can View {{K|R}}ooms/Buildings to see a Building List, and also Zoom {{K|t}}o the building/item, or {{K|q}}uery the building tasks.&lt;br /&gt;
&lt;br /&gt;
* For incomplete buildings/constructions, you can also open the {{K|j}}ob list and then Go to {{K|b}}uilding to find the intended location.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. The stockpile you set up earlier will use as many barrels as possible to store items in, which means they can't be used to store drinks. To change this, press {{k|p}} to access the stockpile menu and use {{k|*}} to increase the number of &amp;quot;reserved&amp;quot; barrels (i.e. barrels kept out of stockpiles - 5 barrels is good for now). Queue up two or three barrels in your carpenter's workshop with {{k|a}}-{{k|v}}. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be {{k|a}}-{{k|b}}rewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a garbage {{k|d}}ump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it. Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, you can disable the &amp;quot;Refuse Hauling&amp;quot; labor (under the &amp;quot;Hauling&amp;quot; category). Miners are good candidates, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You will need one [[architect]], which will be enabled on your mason if you selected {{DFtext|Play now!}} at embark. You also need at least 3 logs or boulders to build the depot.&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, use {{K|D}} from the main menu to make sure your depot is accessible. (This command is only available once the depot is built – before building, the command will be disabled, and while the depot is under construction everything will flash red until the depot is built). Once completed, checking {{k|D}}epot access will flash some of the following symbols:&lt;br /&gt;
* {{raw tile|X|4:4:1}}: This tile is not accessible by wagon. This could be because something is blocking it (a tree, a natural [[boulder]], etc.).&lt;br /&gt;
* {{raw tile|W|2:2:1}}: This tile is accessible by wagon. (These tiles will radiate outward from the depot, not from the map edges.)&lt;br /&gt;
:This is good, but does not guarantee wagons will be able to reach the depot. Make sure you see the words {{DFtext|Depot accessible|2:1}} in the menu.&lt;br /&gt;
* {{raw tile|D|3:2:1}} The depot is accessible via wagon. &lt;br /&gt;
* {{raw tile|D|6:2:1}} The depot is '''not''' accessible by wagon. See below.&lt;br /&gt;
&lt;br /&gt;
If you see the message {{DFtext|Depot inaccessible|4:1}} in the menu (or the {{raw tile|D|6:2:1}}) symbol over the depot, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try {{k|D}} again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few (you probably won't need to cut ''all'' the trees in a 3-tile wide path); usually cutting some at the end of a path of {{raw tile|W|2:2:1}}'s clears a path.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need an [[engraver]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Select {{k|d}}-{{k|s}}mooth Stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so keep checking {{k|D}}epot access until the {{DFtext|Depot accessible|2:1}} message appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Note that even if your depot is inaccessible to wagons, traders still will come without wagons. They will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Beds are queued with {{k|q}}-{{k|a}}-{{k|b}} at a [[carpenter's workshop]] and built with {{k|b}}-{{k|b}}. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Once you have a bed ready, build it near the middle of the room (towards the end away from the entrance).&lt;br /&gt;
# Use {{k|q}} to select the bed and {{k|r}} to turn it into a bedroom. Resize the room until it fills the area you dug out (positioning the bed away from the entrance makes it easier to avoid extending the room out into the hallway). If you decide you don't like the position of the bed, remove it with {{k|q}}-{{k|x}} and place it again.&lt;br /&gt;
# Press {{k|d}} to turn the room into a dormitory (the menu should read {{DFtext|d: Dormitory &amp;lt;Y&amp;gt;}})&lt;br /&gt;
Once you have more beds built, you can place them in the same room. You don't need to mark them as dormitories as long as they're in the area you designated for the bedroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed in a room when ready&lt;br /&gt;
# Use {{k|q}}-{{k|r}} to mark the bed as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles and Administrators==&lt;br /&gt;
Hit the {{k|n}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
===Manager &amp;amp; Bookkeeper===&lt;br /&gt;
Your [[expedition leader]] is a good choice for manager and bookkeeper when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
&lt;br /&gt;
While you are on this screen, highlight the bookkeeper and {{K|s}}et them to work for &amp;quot;Highest Precision&amp;quot; (all counts accurate). This will help train [[record keeper|bookkeeping]] faster and ensure that you aren't dealing with vague inventory counts. &lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the {{k|z}}-stocks screen.''&lt;br /&gt;
&lt;br /&gt;
===Broker===&lt;br /&gt;
The broker should be another one of your other dwarves (rather than being the same as your bookkeeper) so that they're not too busy doing bookkeeping to actually talk to the traders when a trade delegation arrives.&lt;br /&gt;
&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. He/she will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done. &lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. &lt;br /&gt;
[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. &lt;br /&gt;
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  &lt;br /&gt;
# Place the furniture in it with {{k|b}}-{{k|c}} (chair) and {{k|b}}-{{k|t}} (table). &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Use {{K|q}} to select the '''chair'''/throne (not the table), select &amp;quot;Make Throne Room or Study&amp;quot; ({{k|r}}), size the room appropriately, and then {{k|a}}ssign the chair to your expedition leader (who should be both your bookkeeper and manager). &lt;br /&gt;
# Hit {{K|n}} to verify that these positions now have the office they need (if so, {{DFtext|[REQUIRE]|7:1}} should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{K|b}}-{{K|w}}-{{k|z}} to build the kitchen in the middle of the 5x5 room. Use {{k|p}} to create {{K|f}}ood stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|z}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, using {{K|c}}, {{K|C}} does everything (disable is red) and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Put the new {{k|c}}hairs and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a {{k|r}}oom, and configure it to be a meeting {{k|h}}all. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier) with {{K|i}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ([[status]]) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
==Situational Awareness==&lt;br /&gt;
At this point you might already have lost one or two games. Understanding why that happened is the most important part to get better and avoid frustration. To do so, you should be aware of what situation your fortress is in at all times: Are there enemies on the map? Do your dwarves have enough food? How many dwarves do you have? What season is it?&lt;br /&gt;
&lt;br /&gt;
Along with just loo{{K|k}}ing around periodically, there are 4 screens that can help you with these questions:&lt;br /&gt;
&lt;br /&gt;
* The {{K|u}}nit screen with its various tabs. Keep an eye out for invaders, dangerous animals and so on&lt;br /&gt;
* The status screen ({{K|z}}) and its &amp;quot;stocks&amp;quot; subscreen ''(Remember to appoint a [[bookkeeper]] and set him to the highest accuracy)''. Pay attention to the current date and your supplies.&lt;br /&gt;
* {{K|a}}nnouncements, and&lt;br /&gt;
* Combat {{K|r}}eports&lt;br /&gt;
&lt;br /&gt;
Check them periodically and you will be able to recognize problems earlier and avoid disasters better.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{K|b}}-{{K|T}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it with {{k|t}}-{{k|x}} or {{k|q}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. &lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by using {{K|q}} on the lever. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{k-|b|e|s}}), and one a [[metalsmith's forge]] ({{k-|b|w|f}}). Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{k-|b|e|w}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article, or in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[de:DF2012:Schnellstart]]&lt;br /&gt;
[[ru:Быстрый старт]]&lt;br /&gt;
[[zh:Quickstart guide]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=275776</id>
		<title>Installation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Installation&amp;diff=275776"/>
		<updated>2022-12-20T08:26:32Z</updated>

		<summary type="html">&lt;p&gt;Su: move download to classic section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:06, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
= Premium =&lt;br /&gt;
&lt;br /&gt;
''[[Dwarf Fortress|Dwarf Fortress Premium]]'' can be download and installed from [https://store.steampowered.com/app/975370/Dwarf_Fortress/ Steam] and [https://kitfoxgames.itch.io/dwarf-fortress itch.io] platforms like you would install any other game there.  &lt;br /&gt;
&lt;br /&gt;
= Classic Download =&lt;br /&gt;
&lt;br /&gt;
In order to install ''[[Dwarf Fortress|Dwarf Fortress Classic]]'', simply download the latest version, extract its contents, and play. Note that as of this writing [2022-12-20], only releases prior to v50 are available - but this is expected to change soon.&lt;br /&gt;
{{quick download|{{current/version/ns}}}}&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Classic'' is freely available directly from the developers, Bay 12 Games, at http://www.bay12games.com/dwarves/ . Simply find the version that matches your operating system and click the link.  You will be prompted to save an archive file, do so and follow the installation instructions bellow.&lt;br /&gt;
&lt;br /&gt;
: The three downloads linked at the top of the main page are 64-bit versions of DF for Windows, macOS, and Linux. &amp;quot;All versions&amp;quot; links to a page with additional choices, including 32-bit builds for all platforms, &amp;quot;small&amp;quot; builds for Windows (which lack sound files), and &amp;quot;legacy&amp;quot; builds for Windows. Generally, the SDL builds for Windows should be preferred, although the Legacy builds may be necessary on some older computers. &lt;br /&gt;
&lt;br /&gt;
== Third-Party Packages ==&lt;br /&gt;
&lt;br /&gt;
{{main|Utility:Lazy Newb Pack}}&lt;br /&gt;
&lt;br /&gt;
There are several packages which bundle the game with several utilities and graphics sets, usually configurable with an included launcher. These are listed on the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] page.&lt;br /&gt;
&lt;br /&gt;
The ''Dwarf Fortress'' community often creates custom [[Graphics set repository|graphics sets]], [[Tileset repository|tilesets]] and [[Color_scheme#Custom_color_schemes|color schemes]]. 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 mentioned above.&lt;br /&gt;
&lt;br /&gt;
= Classic 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 right-click the zip archive you downloaded and choose &amp;lt;code&amp;gt;Extract All...&amp;lt;/code&amp;gt;, then choose a destination folder, and click &amp;lt;code&amp;gt;Extract&amp;lt;/code&amp;gt; (or maybe &amp;lt;code&amp;gt;Unzip&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Next&amp;lt;/code&amp;gt; on older versions of Windows). By default Windows uses the name of the archive as the folder name, in the folder the archive is in, so something like &amp;lt;code&amp;gt;C:\Users\yourusername\Downloads\df_47_05_win&amp;lt;/code&amp;gt;. You should change that to something like &amp;lt;code&amp;gt;C:\Users\yourusername\Desktop\Dwarf Fortress&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;C:\games\Dwarf Fortress&amp;lt;/code&amp;gt;. After the files have been extracted, double-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file within the folder you chose to start the game.&lt;br /&gt;
&lt;br /&gt;
* Make sure to actually ''extract'' the archive; do not just double-click 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 - the cause of many &amp;quot;my saved games keep getting deleted&amp;quot; complaints. &lt;br /&gt;
* The game needs to be able to write to its own folder, choose a game folder your user has write access to without requiring administrator rights for example: your &amp;lt;code&amp;gt;Downloads&amp;lt;/code&amp;gt; folder, &amp;lt;code&amp;gt;Desktop&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;C:\games\..&amp;lt;/code&amp;gt;; do '''not''' install it in &amp;lt;code&amp;gt;C:\Program Files\..&amp;lt;/code&amp;gt; if you are running Windows Vista or later.&lt;br /&gt;
&lt;br /&gt;
Troubleshooting: &lt;br /&gt;
&lt;br /&gt;
* If you have an error stating that MSVCP140.dll is missing, it can be obtained by downloading [https://www.microsoft.com/en-us/download/details.aspx?id=48145 Visual C++ Redistributable for Visual Studio 2015]. When prompted choose the x64 version for 64-bit DF, or the x86 version for 32-bit DF.&lt;br /&gt;
* If Windows is set to scale the display, you may need to disable that for DF. Right-click the ''Dwarf Fortress.exe'' icon, select '''Properties''', select the '''Compatibility''' tab, and then activate the '''Disable display scaling on high DPI settings''' (or '''Override high DPI scaling behavior, scaling performed by: Application''') check box.[https://support.microsoft.com/en-us/help/3025083/windows-scaling-issues-for-high-dpi-devices]&lt;br /&gt;
&lt;br /&gt;
Creating shortcuts:&lt;br /&gt;
&lt;br /&gt;
* Right-click the &amp;lt;code&amp;gt;Dwarf Fortress.exe&amp;lt;/code&amp;gt; file and choose any of &amp;lt;code&amp;gt;Pin to Start&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Pin to taskbar&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;Send To &amp;gt; Desktop (create shortcut)&amp;lt;/code&amp;gt;. (The availability of these options may vary depending on the version of Windows.)&lt;br /&gt;
&lt;br /&gt;
== Mac ==&lt;br /&gt;
&lt;br /&gt;
The Mac version is not an application bundle. Like the Windows version, it consists of a folder containing the application and data files; 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;
There are alternative installation options, such as [[Utility:Lazy newb pack|pre-packaged bundles]] and [https://github.com/Bachsau/DF-Mac-Launcher this third-party app launcher], that may make the game easier to start and fix some of the issues listed below.&lt;br /&gt;
&lt;br /&gt;
=== Fixes for common issues ===&lt;br /&gt;
&lt;br /&gt;
Changing the ``PRINT_MODE`` setting in data/init/[[init.txt]] from ``2D`` to ``STANDARD`` is necessary on some systems, particularly macOS 11+ (see below) and machines with Retina displays {{bug|6031}}. Doing this on any macOS system can improve performance significantly {{bug|10052}}. Other values for this setting, like ``FRAME_BUFFER``, may also help.&lt;br /&gt;
&lt;br /&gt;
On macOS 10.15 (Catalina) and above, if you encounter gatekeeper security-related warnings that prevent DF from starting, one solution (from [https://github.com/DFHack/dfhack/issues/1465 here]) is to run the following command from the terminal in the folder containing &amp;lt;code&amp;gt;dwarfort.exe&amp;lt;/code&amp;gt;:&lt;br /&gt;
* &amp;lt;code&amp;gt;find . -print0 | xargs -0 xattr -d com.apple.quarantine&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On macOS 11 (Big Sur) and above, if you see a blank white window when starting the game, you will need to change ``[PRINT_MODE:2D]`` to ``[PRINT_MODE:STANDARD]`` in [[init.txt]]. {{bug|11680}}&lt;br /&gt;
&lt;br /&gt;
On case-sensitive filesystems, a freshly-installed version of the game will not launch. {{bug|11136}}&lt;br /&gt;
* Rename &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/FreeType.framework&amp;quot; to &amp;quot;libs/SDL_ttf.framework/Versions/A/Frameworks/freetype.framework&amp;quot; to fix this.&lt;br /&gt;
&lt;br /&gt;
If you are using Parallels Desktop, you might need to change the file association for ``*.exe`` files to prevent the script from opening Parallels automatically. To do this:&lt;br /&gt;
* Right click ``dwarfort.exe`` then click &amp;quot;Get Info&amp;quot;&lt;br /&gt;
* Then click on &amp;quot;Open with:&amp;quot;, select &amp;quot;Other...&amp;quot;&lt;br /&gt;
* Then and select &amp;quot;Finder&amp;quot;&lt;br /&gt;
* Change &amp;quot;Enable: Recommended Applications&amp;quot; to &amp;quot;Enabled: All Applications&amp;quot;&lt;br /&gt;
* Select &amp;quot;Finder&amp;quot; and then click &amp;quot;Add&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Linux ==&lt;br /&gt;
&lt;br /&gt;
You may want to check if the package manager for the Linux distribution you are using has a ''Dwarf Fortress'' package. A package will get the correct build of DF for your system, handle all the dependencies and configuration, make any necessary system-specific fixes, probably add an entry to the system application launcher or menu, and handle updates. Note that in some cases, these packages can lag behind official DF releases, and they typically only support a single system-wide installation of DF. If you want a version of DF newer than what your package manager provides, or if you want a portable installation, follow the instructions in the rest of this section instead.&lt;br /&gt;
&lt;br /&gt;
As of 0.43.05, both 64-bit and 32-bit compiled builds of ''Dwarf Fortress'' are available for Linux. Note, to get the 32-bit edition, click the All Versions button on the ''Dwarf Fortress'' download page. Older 32-bit only versions can possibly run on a 64-bit system if the system has the required (32-bit) shared libraries, see below.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' for Linux is expected to be run from a terminal (command-line) interface, and so the instructions here will assume you know how to log in and get to a command prompt. By default, however, ''Dwarf Fortress'' is a graphical desktop program (an X client), so you should be in a terminal emulator (inside an X session) before starting the game. (See [[Installation#TEXT mode]] for an alternative.) ''Dwarf Fortress'' will create a new window outside of the terminal window by default, so don't worry about the size of the terminal.&lt;br /&gt;
&lt;br /&gt;
When you installed Linux, you chose either a 32-bit (i386, x86) or 64-bit (amd64, x86_64) architecture. Some systems are able to run programs for either, but it is best to use a version of DF compiled for the same architecture. If you've forgotten which one you have, you can check by running the command &amp;lt;code&amp;gt;uname -m&amp;lt;/code&amp;gt; in a terminal. A result of &amp;lt;code&amp;gt;x86_64&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;i686&amp;lt;/code&amp;gt; would indicate 64-bit or 32-bit respectively.&lt;br /&gt;
&lt;br /&gt;
'''Downloading''': Either download it from the [http://www.bay12games.com/dwarves/ Dwarf Fortress Homepage] with a web browser, or with one of these terminal commands, replacing &amp;quot;XX_YY&amp;quot; with the numbers in the desired ''Dwarf Fortress'' file version, found on the [http://www.bay12games.com/dwarves/ site]:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux.tar.bz2&lt;br /&gt;
or, for the 32-bit version:&lt;br /&gt;
 wget http://www.bay12games.com/dwarves/df_XX_YY_linux32.tar.bz2&lt;br /&gt;
&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, &amp;lt;code&amp;gt;cd&amp;lt;/code&amp;gt; to wherever you want the game to be unpacked, perhaps &amp;lt;code&amp;gt;~/games&amp;lt;/code&amp;gt;, and then run&lt;br /&gt;
 tar -xjf /path/to/df_XX_YY_linux.tar.bz2&lt;br /&gt;
where /path/to/df_XX_YY_linux.tar.bz2 is the path and filename of the actual file you downloaded.&lt;br /&gt;
&lt;br /&gt;
(note: &amp;lt;code&amp;gt;tar -xjvf ./df_XX_YY_linux.tar.bz2&amp;lt;/code&amp;gt; may be needed in some cases. [what cases? all this does is add verbosity and assume the file is in the current dir])&lt;br /&gt;
&lt;br /&gt;
'''Running''': First, change to the new directory&lt;br /&gt;
 cd df_linux&lt;br /&gt;
then execute the launcher script.&lt;br /&gt;
 ./df&lt;br /&gt;
&lt;br /&gt;
Now you need to ensure that the required dependencies are installed. If you try to run the game and get errors about missing SDL_image libraries (etc.) then you need to install them. Use your distribution's package manager for this - details will be extremely distribution-specific. Specific installation commands for some distributions are in the sections below. 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 see any errors related to libstdc++ when starting DF (for example, &amp;quot;version `CXXABI_1.3.8' not found&amp;quot;), try removing libstdc++.so.6 and libgcc_s.so.1 from the &amp;quot;libs&amp;quot; folder. This will cause DF to use the system version of these libraries, which are more up-to-date on many modern systems than the libraries that DF includes.&lt;br /&gt;
&lt;br /&gt;
Since ''Dwarf Fortress'' 0.43.05 and later are compiled for both architectures, running natively shouldn't be an issue. However if you're wanting to run an older version of ''Dwarf Fortress'' on a 64-bit system, things get a bit trickier. Since older DF is only a 32-bit application, it will need 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, you'll need to enable the 32bit architecture in your package manager and install the relevant 32-bit libraries like libSDL. If your distribution does not include these, then you may have to supply them manually. Though, at that point it may just be easier to run the old windows version of DF in Wine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Debian-based ===&lt;br /&gt;
&lt;br /&gt;
Installing the dependencies for ''Dwarf Fortress'' is simple, but varies slightly depending on whether you're running a 32-bit OS, a 64-bit OS, or a 32-bit version of ''Dwarf Fortress'' on a 64-bit OS.&lt;br /&gt;
&lt;br /&gt;
==== 64-bit (recent version of ''Dwarf Fortress'', most modern machines) ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libgtk2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
This will install the SDL image and font libraries necessary, as well as libopenal and libsndfile, which are needed to get the sound working. It will also install libncursesw5, which is needed if you want to run ''Dwarf Fortress'' in ''TEXT'' mode.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
In some old versions, ''Dwarf Fortress'' does not quite look in the correct place for the sound libraries it needs to play the wonderful music. This is easily fixed.&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/x86_64-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== Running 32-bit ''Dwarf Fortress'' on 64-bit Debian ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
If you're trying to run a version of ''Dwarf Fortress'' older than 0.43.05, you'll need to install the 32-bit versions of the libraries. You can do this with:&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 libsdl1.2debian:i386 libsdl-image1.2:i386 libsdl-ttf2.0-0:i386 libgtk2.0-0:i386 libopenal1:i386 libsndfile1:i386 libncursesw5:i386&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Almost the same as above, but the libraries will be in a different location as you're looking for the 32-bit versions:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/i386-linux-gnu/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
Just as above sometimes OpenAL uses PulseAudio instead of ALSA as the output device breaking the sound.&lt;br /&gt;
&lt;br /&gt;
  $ sudo echo &amp;quot;drivers = alsa,&amp;quot; &amp;gt; .alsoftrc&lt;br /&gt;
&lt;br /&gt;
==== 32-bit ====&lt;br /&gt;
&lt;br /&gt;
===== Install dependencies =====&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install libsdl1.2debian libsdl-image1.2 libsdl-ttf2.0-0 libopenal1 libsndfile1 libncursesw5&lt;br /&gt;
&lt;br /&gt;
As above, this will install the SDL image and font libraries, sound libraries, and text libraries.&lt;br /&gt;
&lt;br /&gt;
===== Fix sound issues =====&lt;br /&gt;
&lt;br /&gt;
Switch to the ''Dwarf Fortress'' folder and add some symlinks to the correct location:&lt;br /&gt;
&lt;br /&gt;
  $ cd ~/df_linux    # or other location, depending on where you installed ''Dwarf Fortress''&lt;br /&gt;
  $ ln -s /usr/lib/libopenal.so.1 libs/libopenal.so&lt;br /&gt;
  $ ln -s /usr/lib/libsndfile.so.1 libs/libsndfile.so&lt;br /&gt;
&lt;br /&gt;
==== Standard package ====&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is also available as a package in the (non-free) Debian repositories. You can install it (with all dependencies) with a simple&lt;br /&gt;
&lt;br /&gt;
  $ sudo apt-get install dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Fedora ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' has been packaged in [https://rpmfusion.org/ RPM Fusion Nonfree], using a similar method as it is done in Arch Linux (see below). After [https://rpmfusion.org/Configuration installing RPM Fusion] you can simply run the following commands to install and run ''Dwarf Fortress'', which will pull in all the required dependencies:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install dwarffortress&lt;br /&gt;
  $ dwarffortress&lt;br /&gt;
&lt;br /&gt;
Some other tools are provided by the same packager in the [https://mars.arosser.com/fedora/dwarffortress/dwarffortress.repo &amp;quot;Dwarf Fortress for Fedora&amp;quot;] repository. For more information please [http://www.bay12forums.com/smf/index.php?topic=158289.msg7009116#msg7009116 see this forum thread].&lt;br /&gt;
&lt;br /&gt;
If you want to install 64-bit ''Dwarf Fortress'' manually, you can run the following:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL SDL_image SDL_ttf gtk2-devel openal-soft alsa-lib alsa-plugins-pulseaudio mesa-dri-drivers&lt;br /&gt;
&lt;br /&gt;
On 64-bit Fedora installations, to install 32-bit ''Dwarf Fortress'' you can install 32-bit libraries by appending &amp;quot;.i686&amp;quot; to the package name:&lt;br /&gt;
&lt;br /&gt;
  $ sudo dnf install SDL.i686 SDL_image.i686 SDL_ttf.i686 gtk2-devel.i686 openal-soft.i686 alsa-lib.i686 alsa-plugins-pulseaudio.i686 mesa-dri-drivers.i686&lt;br /&gt;
&lt;br /&gt;
Fedora installs all 32-bit libraries to /usr/lib and 64-bit libraries to /usr/lib64 (with /lib and /lib64 being links to these two directories), so if you need to install stuff manually, look in there.&lt;br /&gt;
&lt;br /&gt;
=== Arch Linux ===&lt;br /&gt;
A 64-bit ''Dwarf Fortress'' package is available in the [https://wiki.archlinux.org/index.php/Official_repositories#community community repository]. There are also [https://aur.archlinux.org/packages/?O=0&amp;amp;K=dwarffortress other packages] available in the Arch User Repository ([https://wiki.archlinux.org/index.php/Arch_User_Repository AUR]).&lt;br /&gt;
&lt;br /&gt;
==== Official package installation ====&lt;br /&gt;
Install the official package like any other&lt;br /&gt;
  # pacman -Syu dwarffortress&lt;br /&gt;
Any required dependencies will be installed, too.&lt;br /&gt;
&lt;br /&gt;
You can then launch ''Dwarf Fortress'' by running 'dwarffortress' in your terminal emulator. The package also includes a .desktop file so the game should appear in whatever application launcher or menu you might use.&lt;br /&gt;
&lt;br /&gt;
The first time a user launches the game, the directory .dwarffortress will be created in that user's home directory. Game settings and files can be changed there. Note that some of the directories in there are links to common directories and changes to them will effect all users. Also, any changes to common files should be backed up since they will be overwritten when the package updates. You can find the locations of files installed by the package with the command&lt;br /&gt;
  $ pacman -Ql dwarffortress&lt;br /&gt;
&lt;br /&gt;
If you use tools like dfhack you might want to [https://wiki.archlinux.org/index.php/Pacman#Skip_package_from_being_upgraded configure pacman to not update] ''Dwarf Fortress'' until the tools are updated.&lt;br /&gt;
&lt;br /&gt;
==== AUR package installation ====&lt;br /&gt;
Install an AUR package [https://wiki.archlinux.org/index.php/Arch_User_Repository#Installing_packages manually] or using an [https://wiki.archlinux.org/index.php/AUR_helpers AUR helper]. The different AUR packages may or may not install the game similarly to the official package - use the previous pacman command to check game file locations.&lt;br /&gt;
&lt;br /&gt;
==== Manual or multiple installations ====&lt;br /&gt;
You can also manually install ''Dwarf Fortress'' in case you want to try other versions or with and without mods. Just follow the generic Linux instructions above with a different directory for each install. If you've installed one of the above packages, all the dependencies should already be installed, except maybe GTK2. The package in the official repositories patches ``libgraphics.so`` to remove the GTK2 dependency. If you get an error that ``libgtk-x11-2.0.so.0`` cannot be opened, you can either use the ``libgraphics.so`` from the official package, by copying it to the ``libs`` folder in the new install or linking to it from there, or install GTK2.&lt;br /&gt;
&lt;br /&gt;
To launch this version: in a terminal emulator, ``cd`` to that directory, and run ``./df``. If you get a permission error, you may need to mark the script and executable as being executable with:&lt;br /&gt;
  $ chmod u+x df libs/Dwarf_Fortress&lt;br /&gt;
Once you get an install working you can create a [https://wiki.archlinux.org/index.php/Desktop_entries custom .desktop file] to launch it.&lt;br /&gt;
&lt;br /&gt;
If you want to install a 32-bit version of ''Dwarf Fortress'' you will have to enable the [https://wiki.archlinux.org/index.php/Official_repositories#multilib multilib repository], install the 32-bit system libraries, and install the 32-bit game dependencies manually (check the Arch wiki for more information).&lt;br /&gt;
&lt;br /&gt;
=== CentOS 7 ===&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is now 64-bit, so simply run:&lt;br /&gt;
&lt;br /&gt;
  sudo yum install SDL SDL_image SDL_ttf openal&lt;br /&gt;
&lt;br /&gt;
Note that CentOS 7 ships with glibc 2.17, but ''Dwarf Fortress'' by default would like 2.18. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=9893 This bug] has a fix, simply copy the [http://pastebin.com/jX4Wf062 Pastebin script], then move the libraries into a new folder.&lt;br /&gt;
&lt;br /&gt;
  cd df_linux&lt;br /&gt;
  curl -L http://pastebin.com/raw/jX4Wf062 &amp;gt; df&lt;br /&gt;
  mkdir c_libs&lt;br /&gt;
  mv libs/libgcc_s.so.1 libs/libstdc++.so.6 c_libs/&lt;br /&gt;
  chmod a+x df&lt;br /&gt;
&lt;br /&gt;
Then run it!&lt;br /&gt;
  ./df&lt;br /&gt;
&lt;br /&gt;
=== Gentoo ===&lt;br /&gt;
&lt;br /&gt;
There is a ''Dwarf Fortress'' [https://packages.gentoo.org/package/games-roguelike/dwarf-fortress ebuild] in the main Gentoo's portage tree compatible with the new multilib support.&lt;br /&gt;
&lt;br /&gt;
  # emerge -av games-roguelike/dwarf-fortress&lt;br /&gt;
&lt;br /&gt;
=== Solus ===&lt;br /&gt;
&lt;br /&gt;
Download ''Dwarf Fortress'' from the Bay 12 Games website. If you encounter the following error upon launch:&lt;br /&gt;
&lt;br /&gt;
  ./libs/Dwarf_Fortress: error while loading shared libraries: libSDL_ttf-2.0.so.0: cannot open shared object file: No such file or directory&lt;br /&gt;
&lt;br /&gt;
then simply run the following command to install the missing libraries:&lt;br /&gt;
&lt;br /&gt;
  sudo eopkg install sdl-ttf&lt;br /&gt;
&lt;br /&gt;
If you are running a 32bit version of ''Dwarf Fortress'', simply replace &amp;lt;code&amp;gt;sdl-ttf&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;sdl-ttf-32bit&amp;lt;/code&amp;gt; in the above command. You're all set!&lt;br /&gt;
&lt;br /&gt;
=== OpenSuse Tumbleweed ===&lt;br /&gt;
These instructions should work for OpenSuse Leap as well, they just haven't been tested yet.&lt;br /&gt;
==== Dependencies ====&lt;br /&gt;
   $ sudo zypper in libGLU1 libSDL_image-1_2-0 libSDL_ttf-2_0-0&lt;br /&gt;
==== Remove the included c++ library ====&lt;br /&gt;
The included library isn't compatible with OpenSuse's &amp;lt;code&amp;gt;libGLU1&amp;lt;/code&amp;gt; package&lt;br /&gt;
   $ cd path/to/df_linux/libs&lt;br /&gt;
   $ rm libstdc++.so.6&lt;br /&gt;
&lt;br /&gt;
cd back to df_linux/ and run the game!&lt;br /&gt;
   $ cd ../&lt;br /&gt;
   $ ./df&lt;br /&gt;
=== Wine ===&lt;br /&gt;
Downloading the windows version and running it with Wine works fine ([https://appdb.winehq.org/objectManager.php?sClass=version&amp;amp;iId=32503 platinum] on 1.7.47 as of .4x.xx, which means the program runs flawlessly without any initial user configuration). This also avoids any issues with 32-bit versus 64-bit mode.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&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;
==== Sound ====&lt;br /&gt;
&lt;br /&gt;
After installing, 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;
==== TEXT mode ====&lt;br /&gt;
In this mode - which can be activated in [[init.txt]] - DF uses a terminal as its display, much like classic roguelikes such as Rogue, Moria, and Nethack originally did. There are some caveats for using this mode.&lt;br /&gt;
&lt;br /&gt;
Some key combinations in the default DF configuration will not work. These can be changed in game by pressing {{k|ESC}} then choosing the Key Bindings option or out of the game by editing the [[interface.txt]] file. This is due to the way terminal emulators handle input, the [https://en.wikipedia.org/wiki/Ncurses ncurses] library, and the way DF interfaces with them.{{bug|5494}} Some examples are the keypad keys with modifiers or {{k|Shift+Enter}}.&lt;br /&gt;
&lt;br /&gt;
DF uses the CP437 [[Character_table|character set]] and TEXT mode translates those to UTF-8. Characters will only be displayed correctly if the font the terminal emulator is using has glyphs for all of the set. A UTF-8 encoded text file to test glyph coverage can be found [http://www.orenwatson.be/cp437.htm here]. Download the text file, view it in the terminal (using more, less, cat, etc.), and check if the font the terminal is using includes all the characters shown on the HTML version. Some terminals may be configured to use a [https://en.wikipedia.org/wiki/Fallback_font fallback font] if the main one lacks a glyph - that may result in different sized glyphs being used.&lt;br /&gt;
&lt;br /&gt;
There is a [http://www.bay12forums.com/smf/index.php?topic=59983.0 utility] to convert a DF [[tileset]] to a TTF file. That thread also has downloads for some already converted sets. This does not work for graphics sets. This is one way to get a square font that includes all the characters. [https://www.kreativekorp.com/software/fonts/ksquare.shtml Kreative Square] is another though it has many more glyphs than are needed.&lt;br /&gt;
&lt;br /&gt;
DF's [[colors.txt]] file will have no effect. However, many terminal emulators have settings to change the colors they display. See the terminal emulator's man page for details. Note that the order of the [[Color#Color_values|colors]] is different - the position of the blues and reds are switched as are the cyans and brown/yellow. So, when copying DF color schemes into terminal emulator settings, be sure to change them to the correct order or you'll get yellow &amp;quot;sky&amp;quot;, red water, and blue blood.&lt;br /&gt;
&lt;br /&gt;
Many terminal emulators have a setting to treat bright colored text as bold instead. This will cause dark grey text to be &amp;quot;displayed&amp;quot; as bold, black text - usually on a black background - making it unreadable. See the terminal emulator's man page for an option to disable this behavior. (Note that LXTerminal's disallowbold option does not currently seem to work.)&lt;br /&gt;
&lt;br /&gt;
If the [[intro movie]] is enabled, DF will not use the full terminal size unless it receives a resize event. If the intro movie is disabled, DF will use the full size from the start. Note, however, that some DF screens do not use the full size of the window under any circumstance.&lt;br /&gt;
&lt;br /&gt;
==== Upgrading ====&lt;br /&gt;
&lt;br /&gt;
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;
==== 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. Here are 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; ====&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;
==== libGL error ====&lt;br /&gt;
&lt;br /&gt;
''libGL error: MESA-LOADER: failed to open i965''&lt;br /&gt;
&lt;br /&gt;
''libGL error: failed to load driver: swrast''&lt;br /&gt;
&lt;br /&gt;
This can be caused by incompatible libgcc_s.so.1&lt;br /&gt;
&lt;br /&gt;
===== Fix 1: change print mode =====&lt;br /&gt;
&lt;br /&gt;
* Go to /data/init/init.txt&lt;br /&gt;
* Edit PRINT_MODE to be any of the 2D modes or TEXT instead of openGL-based modes like STANDARD, VBO or TWBT.&lt;br /&gt;
&lt;br /&gt;
===== Fix 2: change library =====&lt;br /&gt;
&lt;br /&gt;
* Open df_linux/libs folder&lt;br /&gt;
* Rename  libgcc_s.so.1 to libgcc_s.so.1.bak so that DF will be unable to find it and will default to system libraries.&lt;br /&gt;
* If DF still doesn't launch, find and install suitable libgcc with your package manager.&lt;br /&gt;
* If you have multiple libgccs, you may need to make a shortcut like with libopenal and libsndfile above.&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 using either Wine or FreeBSD's compatibility with Linux. There is now an [https://www.freshports.org/games/linux-dwarffortress/ official port] and installing it can be done the following way (with ports):&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/linux-dwarffortress/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
&lt;br /&gt;
or, with pkg:&lt;br /&gt;
&lt;br /&gt;
  pkg install linux-dwarffortress&lt;br /&gt;
&lt;br /&gt;
You may also wish to download and run it manually. 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;
&lt;br /&gt;
===linux-c6===&lt;br /&gt;
  sudo pkg install linux-c6-gtk2 linux-c6-sdl linux-c6-sdl_image linux-c6-sdl_ttf linux-c6-libGLU \&lt;br /&gt;
  linux-c6-openal-soft linux-c6-libsndfile linux-c6-alsa-plugins-oss&lt;br /&gt;
&lt;br /&gt;
===linux-f10===&lt;br /&gt;
If you don't have the linux-c6 ports available in your system, you can still run ''Dwarf Fortress'' (albeit without sound) using the following packages:&lt;br /&gt;
  sudo pkg install linux-f10-alsa-lib linux-f10-atk linux-f10-cairo linux-f10-expat linux-f10-fontconfig \&lt;br /&gt;
  linux-f10-gtk2 linux-f10-jpeg linux-f10-pango linux-f10-png linux-f10-sdl linux-f10-sdl_image linux-f10-tiff \&lt;br /&gt;
  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. 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;
&lt;br /&gt;
After you install the required packages, copy (or symlink) 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;
Or&lt;br /&gt;
  cd dwarf_fortress_directory&lt;br /&gt;
  sudo ln -s libs/lib* /compat/linux/usr/lib/&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
If you want to avoid polluting your linux-compatible directory, you can always just set LD_LIBRARY_PATH when running df:&lt;br /&gt;
  LD_LIBRARY_PATH=libs:$LD_LIBRARY_PATH ./df&lt;br /&gt;
&lt;br /&gt;
== Chrome OS (Crostini) ==&lt;br /&gt;
&lt;br /&gt;
It is possible to add ''Dwarf Fortress'' to Chrome OS using the Linux (Beta), to add Linux to Chrome OS, [https://support.google.com/chromebook/answer/9145439?p=chromebook_linuxapps check here to enable it]&lt;br /&gt;
You will need to edit the sources list to include the &amp;quot;non-free&amp;quot; repository, this is done by adding &amp;quot;non-free&amp;quot; to the end of the main sources file found at /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
e.g.&lt;br /&gt;
  # Generated by distrobuilder&lt;br /&gt;
  deb https://deb.debian.org/debian buster main non-free&lt;br /&gt;
  deb https://deb.debian.org/debian-security buster/updates main non-free&lt;br /&gt;
Followed by running&lt;br /&gt;
  sudo apt-get update&lt;br /&gt;
Then just follow the Debian instructions above&lt;br /&gt;
&lt;br /&gt;
== Android ==&lt;br /&gt;
&lt;br /&gt;
There is no Android version, but the Windows version can be run on it using ExaGear, Eltech's Windows emulator (which is essentially Wine for Android), as documented [http://www.bay12forums.com/smf/index.php?topic=174983.0 here]. The app isn't free though.&lt;br /&gt;
&lt;br /&gt;
== iOS ==&lt;br /&gt;
&lt;br /&gt;
There is no iOS version, but you may remotely connect to a computer running DF through an app called [https://mifki.com/df/ Dwarf Fortress Remote]. This requires a special version of [[DFHack]] to be run on the target computer which you may download at the same time. It also provides a subscription where you connect to an already set up remote server.&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;br /&gt;
[[ru:Installation]][[zh:Installation]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=263040</id>
		<title>Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=263040"/>
		<updated>2022-03-17T10:26:16Z</updated>

		<summary type="html">&lt;p&gt;Su: move bugs section out of &amp;quot;best crops to grow&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:05, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
:''(This article is about crop plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
{{catbox|DF2014:Plants}}&lt;br /&gt;
&lt;br /&gt;
[[File:crops.jpg|thumb|240px|right|Ripe for the harvest.]]'''Crops''' are [[plant]]s that can be [[farming|farmed]], traded for, or acquired by [[plant gathering]]. The farming of crops happens at [[farm plot]]s. There are two types of crops: [[aboveground]] and subterranean (underground). The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and seeds may be purchased from human or elven caravans or gathered by dwarves with the plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!).  There is a limit of 200 seeds per type (adjustable in [[d_init.txt]]), after which no additional seeds will be produced.&lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below). &amp;quot;Wet&amp;quot; and &amp;quot;Dry&amp;quot; determine where plants are found in proximity to watercourses when gathering wild plants, and do not affect farm plots.&lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into [[alcohol]], each plant type producing a different variation, and dwarves do prefer ''some'' variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed (by [[milling]] or [[thresher|plant processing]]) before they are edible, and still others are inedible, producing only non-food products (their seeds may be edible, though). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.&lt;br /&gt;
&lt;br /&gt;
== Standard plants ==&lt;br /&gt;
These are the plants defined in the file plant_standard.txt. Standard plants have been changed very little from the previous version; tiles and colors have been upgraded, and brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Plant_table_row for more details)&lt;br /&gt;
{{plant table row|name=|tile=|color=|seasons=|biome=(|biome2=|biome3=...)|dry=|align=|value=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |p1=|pv1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} plump helmet spawn|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven ale|drinkv=10&lt;br /&gt;
  |p1={{tile|·|0:1}} pig tail seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} pig tail thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} pig tail slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons||1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} cave wheat seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} dwarven wheat flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons|1|1||}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |drink=Dwarven rum|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|2:1}} sweet pod seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} dwarven sugar (m)|pv2=20&lt;br /&gt;
  |p3={{tile|≈|6:0}} dwarven syrup (l)|pv3=100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons|1|1|1|}}|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |cook=p&lt;br /&gt;
  |p1={{tile|♠|7:0}} quarry bush leaf (b)|pv1=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  |p2={{tile|·|7:1}} rock nut|pv2=1&lt;br /&gt;
  |p3={{tile|≈|6:0}} rock nut paste (m)|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} rock nut press cake (s)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:1}} rock nut oil (s)|pv5=5&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Subterranean Water/Layers 1-3|dry=b|value=4&lt;br /&gt;
  |p1={{tile|·|5:1}} dimple cup spawn|pv1=1&lt;br /&gt;
  |p2={{tile|·|1:1}} dimple dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muck root|tile=τ|color=0:1|biome=Any Wetland|dry=n|value=1&lt;br /&gt;
  |drink=Swamp whiskey|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|6:0}} muck root seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bloated tuber|tile=Φ|color=6:0|biome=Any Wetland|dry=y|value=2&lt;br /&gt;
  |drink=Tuber beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} bloated tuber seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Any Wetland|dry=n|value=5&lt;br /&gt;
  |p1={{tile|≈|7:1}} [[gnomeblight]] (e)|pv1=500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not Freezing|dry=y|value=1&lt;br /&gt;
  |drink=Prickle berry wine|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|2:0}} prickle berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |drink=Strawberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|%|4:1}} strawberry fruit|pv1=1&lt;br /&gt;
  |p2={{tile|:|4:0}} strawberry plant|pv2=1&lt;br /&gt;
  |p3={{tile|·|0:1}} strawberry seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |drink=Longland beer|drinkv=10|cook=p&lt;br /&gt;
  |p1={{tile|·|6:0}} longland grass seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|7:1}} longland flour (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons|1|||}}|biome=Temperate Grassland|dry=y|value=10&lt;br /&gt;
  |cook=y&lt;br /&gt;
  |p1={{tile|≈|6:1}} [[golden salve]] (v)|pv1=500&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not Freezing|dry=n|value=1&lt;br /&gt;
  |drink=Sewer brew|drinkv=5|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} rat weed seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not Freezing|dry=n|value=4&lt;br /&gt;
  |drink=Fisher berry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|0:1}} fisher berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not Freezing|dry=n|value=4&lt;br /&gt;
  |drink=River spirits|drinkv=10&lt;br /&gt;
  |p1={{tile|·|6:0}} rope reed seed|pv1=1&lt;br /&gt;
  |p2={{tile|φ|7:0}} rope reed thread (p)|pv2=12&lt;br /&gt;
  |p3={{tile|≈|7:0}} rope reed slurry (h)|pv3=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |p1={{tile|·|0:1}} blade weed seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|2:0}} emerald dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not Freezing|dry=y|value=1&lt;br /&gt;
  |p1={{tile|·|4:0}} hide root seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|6:0}} redroot dye (m)|pv2=10&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not Freezing|dry=y|align=Evil|value=1&lt;br /&gt;
  |drink=Gutter cruor|drinkv=5&lt;br /&gt;
  |p1={{tile|·|4:1}} sliver barb seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|0:1}} sliver dye (m)|pv2=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not Freezing|dry=n|align=Good|value=9&lt;br /&gt;
  |drink=Sunshine|drinkv=25|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|·|4:1}} sun berry seed|pv1=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not Freezing|dry=y|align=Savage|value=1&lt;br /&gt;
  |drink=Whip wine|drinkv=15|cook=p&lt;br /&gt;
  |p1={{tile|·|0:1}} whip vine seed|pv1=1&lt;br /&gt;
  |p2={{tile|·|3:1}} whip vine flour (m)|pv2=25&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot (in unmodded games) as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): at [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): at [[farmer's workshop]], using [[plant processing]].&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): at [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''h''': mash plant ([[pig tail]], [[rope reed]]): at quern or millstone, using [[papermaking]].&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): at farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): at [[still]], using [[plant gathering]].&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; 'Not Freezing' Biome refers to all land biomes except Mountains, Glaciers, and Tundras.&lt;br /&gt;
&lt;br /&gt;
== Garden plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt.&lt;br /&gt;
&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can only be cooked, buds can be both cooked and brewed. &lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Artichoke|tile=:|color=2:0|biome=Temperate Grassland|dry=y|value=2&lt;br /&gt;
  |drink=Artichoke wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} heart|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bambara groundnut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:1}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=String bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Broad bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Beet|tile=:|color=4:1|biome=Temperate Grassland|dry=y|value=4&lt;br /&gt;
  |drink=Beetroot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bitter melon|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Caper|tile=:|color=2:0|biome=Any Desert|biome2=Any Grassland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|%|2:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|%|2:0}} bud|pv4=2&lt;br /&gt;
  |p5={{tile|·|0:1}} seed|pv5=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Carrot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cassava|tile=:|color=2:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |drink=Cassava beer|drinkv=10|eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|7:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Celery|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chickpea|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Chicory|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cowpea|super=6|tile=:|color=2:1|biome=Tropical Grassland|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cucumber|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Eggplant|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garden cress|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Garlic|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:0}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|ü|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Horned melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|*|6:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Leek|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lentil|super=6|tile=:|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lettuce|super=6|tile=:|color=2:1|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Mung bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=:|color=2:0|biome=Any Temperate|biome2=Tropical Dry Broadleaf Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Onion|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|7:1}} bulb|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|prv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=:|color=7:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Parsnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pea|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Peanut|super=6|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:0}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pepper|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Potato|tile=:|color=6:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |drink=Potato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Radish|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Radish wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red bean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rhubarb|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soybean|super=6|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spinach|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Squash|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sweet potato|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |drink=Sweet potato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Taro|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Tomato|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2&lt;br /&gt;
  |drink=Tomato wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Tomatillo|tile=:|color=2:0|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|value=2&lt;br /&gt;
  |drink=Tomatillo wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|7:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Turnip|tile=:|color=5:1|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |drink=Turnip wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Urad bean|super=6|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=Seed&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} pod|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|2:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Watermelon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|o|2:0}} fruit|pv2=&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Winter melon|tile=:|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|o|2:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|6:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Lesser yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Long yam|super=6|tile=:|color=6:0|biome=Any Temperate|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Purple yam|super=6|tile=:|color=5:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=White yam|super=6|tile=:|color=6:0|biome=Any Tropical|dry=y|value=4&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Passion fruit|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Passion fruit wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Grape|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|5:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Cranberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|2:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|4:0}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Bilberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=:|color=2:1|biome=Any Temperate|biome2=Tundra|biome3=Taiga|dry=y|value=2&lt;br /&gt;
  |drink=Blueberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|1:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Blackberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|0:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|7:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=:|color=2:1|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Raspberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|4:1}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pineapple|tile=:|color=2:1|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pineapple wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|%|6:0}} fruit|pv2=2&lt;br /&gt;
  |p3={{tile|♣|5:1}} flower|pv3=&lt;br /&gt;
  |p4={{tile|·|0:1}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.&lt;br /&gt;
&lt;br /&gt;
== Crop plants ==&lt;br /&gt;
These plants are defined in the file plant_crops.txt. They grow above ground, in any season.&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Single-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Single-grain wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Two-grain wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Two-grain wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Soft wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Soft wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hard wheat|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Hard wheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Spelt|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Spelt beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Barley|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |drink=Barley wine|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Buckwheat|tile=τ|color=2:0|biome=Tropical Dry Broadleaf Forest|dry=y|value=2&lt;br /&gt;
  |drink=Buckwheat beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Oats|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Alfalfa|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=4&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rye|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |drink=Rye beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Sorghum|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Sorghum beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Rice|tile=τ|color=2:0|biome=Any Tropical|dry=b|value=2&lt;br /&gt;
  |drink=Rice beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Maize|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Maize beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Quinoa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Quinoa beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|4:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kaniwa|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Kaniwa beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|2:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|4:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Bitter vetch|super=6|tile=:|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|%|2:1}} pod|pv3=&lt;br /&gt;
  |p4={{tile|·|6:0}} seed|pv4=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pendant amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pendant amaranth beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|5:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Blood amaranth|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Blood amaranth beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|4:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Purple amaranth|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Purple amaranth beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|5:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour (m)|pv4=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Red spinach|super=6|tile=τ|color=2:0|biome=Not Freezing|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|2:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Elephant-head amaranth|super=6|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |p1={{tile|♠|6:1}} leaf|pv1=2&lt;br /&gt;
  |p2={{tile|♣|5:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Pearl millet|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |drink=Pearl millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=White millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=White millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Finger millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Finger millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Foxtail millet|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |drink=Foxtail millet beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|7:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Fonio|tile=τ|color=2:0|biome=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |drink=Fonio beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Teff|tile=τ|color=2:0|biome=Tropical Grassland|dry=y|value=2&lt;br /&gt;
  |drink=Teff beer|drinkv=10|eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|6:0}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour (m)|pv3=20&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Flax|tile=τ|color=2:0|biome=Tropical Grassland|biome2=Tropical Savanna|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|1:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|·|7:1}} flour|pv4=20&lt;br /&gt;
  |p5={{tile|≈|6:0}} paste (m)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:0}} p. cake (s)|pv6=1&lt;br /&gt;
  |p7={{tile|≈|6:1}} oil (s)|pv7=5&lt;br /&gt;
  |p8={{tile|φ|7:0}} thread (p)|pv8=12&lt;br /&gt;
  |p9={{tile|≈|7:0}} slurry (h)|pv9=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Jute|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|φ|7:0}} thread (p)|pv4=12&lt;br /&gt;
  |p5={{tile|≈|7:0}} slurry (h)|pv5=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Hemp|tile=τ|color=2:0|biome=Any Temperate|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|·|7:1}} flour|pv3=20&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Cotton|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|7:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Ramie|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|·|0:1}} seed|pv2=1&lt;br /&gt;
  |p3={{tile|φ|7:0}} thread (p)|pv3=12&lt;br /&gt;
  |p4={{tile|≈|7:0}} slurry (h)|pv4=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Kenaf|tile=τ|color=2:0|biome=Any Tropical|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=p&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|7:1}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|≈|6:0}} paste (m)|pv4=1&lt;br /&gt;
  |p5={{tile|≈|6:0}} p. cake (s)|pv5=1&lt;br /&gt;
  |p6={{tile|≈|6:1}} oil (s)|pv6=5&lt;br /&gt;
  |p7={{tile|φ|7:0}} thread (p)|pv7=12&lt;br /&gt;
  |p8={{tile|≈|7:0}} slurry (h)|pv8=2&lt;br /&gt;
  }}&lt;br /&gt;
{{plant table row|name=Papyrus sedge|tile=τ|color=2:0|biome=Any Tropical Wetland|dry=y|value=2&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |p1={{tile|♠|2:0}} leaf|pv1=&lt;br /&gt;
  |p2={{tile|♣|6:0}} flower|pv2=&lt;br /&gt;
  |p3={{tile|·|0:1}} seed|pv3=1&lt;br /&gt;
  |p4={{tile|⌡|6:0}} papyrus|pv4=10&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; These plants, when grown from seed on a farm plot, don't yield products that can be processed for seeds.&lt;br /&gt;
&lt;br /&gt;
== Best crop to grow ==&lt;br /&gt;
There is no &amp;quot;best&amp;quot; crop, but some are clearly superior to others, depending on your needs and available resources.&lt;br /&gt;
&lt;br /&gt;
===All-purpose===&lt;br /&gt;
Many [[dwarf|dwarves]] prefer the humble [[plump helmet]], which can be [[farming|grown]] year-round, [[food|eaten raw]], [[cook|cooked]], or brewed into [[Alcohol|wine]], and many early fortresses rely on the plump helmet crop as a staple of their diet. All above-ground crops are all-seasons as well, the best of which are probably [[sun berry|sun berries]], [[hemp]], and [[whip vine]]s.  See the above table summarizing the [[crop]] products, limitations, and values. &lt;br /&gt;
&lt;br /&gt;
Because of [[siege|occasional above-ground inconveniences]], having an underground [[plump helmet]] farm, or, at least, some [[plump helmet]] seeds, may be useful emergency preparation.&lt;br /&gt;
&lt;br /&gt;
===Booze===&lt;br /&gt;
Four principal seeds available at the beginning of an expedition ([[cave wheat]], [[pig tail]], [[plump helmet]], [[sweet pod]]) all produce underground crops that can be made into [[booze]] worth 10☼. Above ground crops will require you to [[trade]] or [[gather plants|gather]] for [[seed]]s, but the best of them that can be [[farming|farmed]] are [[sun berry|sun berries]], which produce [[sunshine]] worth 25☼.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves care more about the diversity of available booze than its [[value]].  &lt;br /&gt;
&lt;br /&gt;
For quantity, [[cave wheat]] and [[sweet pod]] mature in 42 days, versus 25 for the other crops, so they may yield less alcohol per farm plot. [[Plump helmet]]s mature in 25 days and grow year-round, which may be a good starting point for your [[alcohol]] [[industry]], but exclusive dependence on it will cause [[stress]].&lt;br /&gt;
&lt;br /&gt;
Rope reeds and pig tails can be made into booze, but you might prefer to use them to make thread.&lt;br /&gt;
&lt;br /&gt;
===Dye===&lt;br /&gt;
There are four [[dye crops]]. Three 20☼ [[dye]] crops: [[blade weed]] and [[sliver barb]] (above ground) and [[dimple cup]]s (underground).  [[Hide root]] (above ground) is a 10☼ [[dye]].  Dyeing should be considered a low priority because all it does is change the color of cloth or thread and slightly increase its value.  You might not want a dedicated farm to grow dye crops; it can be enough to forage for them with [[plant gathering|herbalism]] or import them from caravans.&lt;br /&gt;
&lt;br /&gt;
===Food===&lt;br /&gt;
In terms of sheer [[Currency|dwarfbuck]]s, [[sweet pod]]s produce the most valuable foodstuff: [[Dwarven syrup]] (100☼). In terms of quantity and value, other good crops are [[quarry bush]]es (which yield 5 quarry bush leaves when processed) and [[whip vine]]s (which can be [[mill]]ed into [[flour|whip vine flour]]).  Diversity in meals is also important to dwarves.&lt;br /&gt;
&lt;br /&gt;
===Thread===&lt;br /&gt;
All plant thread is equally valuable (at 2☼ per unit), so the main decision is between a seasonal underground crop ([[pig tail]]s) or one of the year-round [[Textile_industry#Crops|above-ground crops]] ([[cotton]], [[rope reed]]s, [[hemp]], [[flax]], [[jute]], [[ramie]], [[kenaf]]).  These plants are also equally useful for [[papermaking|making paper]].  [[Papyrus]] is slightly easier to process if you want to make a lot of paper, but papyrus can't be used for any other purpose and it is only available in some tropical wetlands.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Plant handling/processing is incomplete for some crops.{{bug|6940}}  This results in plants that, when picked, are inedible because the wrong parts are picked, or where seeds are impossible to pull from the proper plant parts.  Large numbers of crops are therefore incapable of being farmed.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{DF2014 plants}}&lt;br /&gt;
[[ru:Crop]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=259585</id>
		<title>Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Floodgate&amp;diff=259585"/>
		<updated>2021-11-11T10:38:51Z</updated>

		<summary type="html">&lt;p&gt;Su: specify benefit is for using bridges, not doors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|03:06, 25 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''floodgate''' is a gate which allows control of the flow of liquids, such as [[water]] or [[magma]]. They are operated by [[mechanism]]s, such as [[lever]]s or [[pressure plate]]s, which open and close them. When closed, they behave like walls, but when opened, allow liquids, objects, and [[creatures]] to pass over them.&lt;br /&gt;
Closed floodgates are shown in-game as &amp;quot;X&amp;quot; symbols. Open floodgates are completely invisible but could still be seen through &amp;quot;Look&amp;quot; menu or selected through &amp;quot;Set building Task/Pref&amp;quot;.&lt;br /&gt;
They can be manufactured from [[stone]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
In most situations, simply using a [[door]] or raising [[bridge]] can be used in place of a floodgate - the latter of which provides a number of [[bridge#Floodgates|significant advantages]].&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and [[jail]] doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the usefulness of certain [[water|liquids]] and the [[fun|danger]] posed by [[magma|others]], floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled [[irrigation]] for [[farm]]ing, or controlled [[flood]]ing for [[Trap_design#Water_traps|drowning]] [[elf|annoying]] [[goblin|visitors]].&lt;br /&gt;
&lt;br /&gt;
Floodgates also block the flow of liquid on the Z-axis, as they are considered walls when closed. This can be quite useful when built directly below a [[floor grate]] as this will allow you to quickly empty the liquid from the floor above without the danger of its [[goblin|precious contents]] rummaging through your sewer system.&lt;br /&gt;
&lt;br /&gt;
A [[pressure plate]] on a lower level connected to a floodgate between your main water supply and your other water controls can act as an automated safety valve to help prevent [[Pressure|massive flooding]] of your lower fort. Set the pressure plate to activate (open the floodgate) when 0-1 water, which allows using the water supply.  When flooding starts, the pressure plate deactivates, attempting to close the floodgate. Beware of linking multiple controllers to this floodgate, as another controller may activate opening the floodgate before this pressure resets.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed [[orthogonal]]ly on a solid, completely flat, '''[[water depth|unflooded]]''' floor in the 'closed' position (Note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary for placement, but ''are'' necessary for controlling liquids. A [[mechanic]] must then link up a [[lever]] or other triggering mechanism to the floodgate. This requires two [[mechanism]]s; the mechanic will haul one mechanism to the floodgate, work for a while, and then haul the other mechanism to the trigger to complete the task.&lt;br /&gt;
&lt;br /&gt;
You can build a floodgate over empty space, e.g. controlling water in a vertical path. First build a floor ({{k|b}}, {{k|C}}, {{k|f}}), after it is complete mark it for removal ({{k|d}}, {{k|n}}) and immediately designate your floodgate ({{k|b}}, {{k|x}}).  You don't have to suspend either of these tasks to get both to complete.  You may want to remove the stone or block left by removing the floor or it may be washed down to lower levels, possibly clogging another floodgate that is built on a floor or [[door]].&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
Once the lever is pulled, with a [[Trigger#On.2FOff_states|delay]], the floodgate will open. When the lever is pulled again, the floodgate will close, after the same delay. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from [[sword]]s to [[sock]]s to [[stone]]s to scorpion [[corpse]]s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself. Note that the flow of liquids will often move objects downstream, and potentially jam your gate. It is advisable to clear out any remnant stones or other obstructions before releasing liquids towards your gates.&lt;br /&gt;
&lt;br /&gt;
==Magma control==&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed [[wall]] would, but when opened, will be destroyed if they are not made from [[magma-safe|magma-safe materials]]. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Floodgates built on a constructed wall remain standing (and functional) even after that wall is removed, leading to an exploitable, free-floating building. {{Bug|0377}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = låluth-inod | elvish = wikira-iÿema | goblin = oda-dûnguk | human = nonu-kir}}&lt;br /&gt;
[[File:Harran_canal-GAP.jpg|thumb|230px|center|Two sluice gates. A sluice gate is a type of floodgate.]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plot&amp;diff=256400</id>
		<title>Plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plot&amp;diff=256400"/>
		<updated>2021-01-20T04:49:24Z</updated>

		<summary type="html">&lt;p&gt;Su: make into disambiguation page, since intrigue is a thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
'''Plot''' may refer to:&lt;br /&gt;
&lt;br /&gt;
* [[Farm plot|Farm plots]], a building where dwarves grow food&lt;br /&gt;
* A plan executed by a [[Intrigue|Villainous network]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aqueduct&amp;diff=252697</id>
		<title>Aqueduct</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aqueduct&amp;diff=252697"/>
		<updated>2020-05-12T09:19:00Z</updated>

		<summary type="html">&lt;p&gt;Su: correct stagnant water link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:47, 30 April 2012 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''aqueduct''' is any set of elements that carries [[water]] or [[magma]] (the game's two types of fluids) from one location to another. Using a combination of [[channel]]s, [[dig|tunnels]], [[screw pump]]s, and natural or constructed [[floor]]s and [[wall]]s, an aqueduct taps into a natural source of either and creates a path for them to follow, using a combination of [[pressure]] and [[gravity]] to funnel it to its destination. Aqueducts are usually a means to an end and not an end in and of themselves.&lt;br /&gt;
&lt;br /&gt;
Although simple aqueducts don't need much utility, certain measures like roofing over channels and installing [[lever]]-bound [[floodgate]]s or [[bridge]]s are useful for safety, maintenance, and modification reasons. More complicated aqueducts often handle [[pressure|pressurized]] flows; since in-game pressure sometimes behaves in counter intuitive ways, it is generally a good idea to familiarize oneself with its mechanics before undertaking any large project, lest [[flood]]ing occurs.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
The most primitive kind of aqueduct is an open surface [[channel]], usually dug out from the local [[river]] or [[lake]] to your fortress to provide your dwarves with a less exposed [[fishing]] outlet and a source of [[thirst|clean drinking water]]. This is often combined with an equally simple [[reservoir]] and/or a [[well]]:&lt;br /&gt;
     '''Simple aqueduct'''&lt;br /&gt;
        top view&lt;br /&gt;
     {{tc|cyan|≈≈≈}}{{tc|green|......}}{{tc|gray|{{char|186}}++}}          {{tc|cyan|≈ }} = [[River]]/[[lake]]&lt;br /&gt;
     {{tc|cyan|≈≈≈}}{{tc|green|......}}{{tc|gray|{{char|186}}++}}          {{tc|blue|≈ }} = [[Channel]] filled with water&lt;br /&gt;
     {{tc|cyan|≈≈≈≈}}{{tc|blue|≈≈≈≈≈}}{{tc|gray|{{char|186}}}}{{tc|blue|≈}}{{tc|olive|{{char|9}}}}          {{tc|gray|+}}{{tc|green|.}} = [[Floor]] (indoor/outdoor)&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.....&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}} &amp;lt;/font&amp;gt; = [[Wall]]&lt;br /&gt;
     &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;.....&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;{{char|186}}++&amp;lt;/font&amp;gt;          &amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;{{char|9}} &amp;lt;/font&amp;gt; = [[Well]]&lt;br /&gt;
&lt;br /&gt;
Only rivers and ''some'' [[murky pool]]s and [[lake]]s provide fresh surface water suitable for drinking and [[cleaning]] the [[wound]]s of injured dwarves. [[Ocean]]s always provide salt water, lakes may provide [[water#Stagnant_water|stagnant]] or salt water and murky pools are usually stagnant. Although these water sources can still be fished and used for various other purposes, they cannot be drunk from or used in injury treatment without a high [[infection]] risk, and must be desalinated through a [[screw pump]] first. [[Fortification]]s can be useful as they may prevent swimming creatures from pathing into your fortress through your waterworks, but only at depths less than 7/7, and creatures can be forced through fortifications (and vertical bars) by fluid [[flow]]. For better security, route your water supply upwards through a grate or set of horizontal bars--swimming creatures will be blocked, building destroyers will be stymied, and flow cannot push creatures vertically.&lt;br /&gt;
&lt;br /&gt;
Another useful utility is a &amp;quot;dump&amp;quot; channel, an aqueduct that dumps a large body of fluid off-map. Shallow reservoirs are often quick-dumped off the edge of the map at the [[caverns]] level, to take advantage of [[gravity]] and minimize [[dig]]ging, while more permanent installations can reduce [[frames per second|FPS]] slowdown by routing water through fortifications carved at the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
[[Magma]] is located in the bowels of the earth, and bringing it (closer) to the surface requires a special construction: the [[pump stack]] (aqueducts cannot &amp;quot;push&amp;quot; fluids up [[z-level]]s). Note that magma is much more viscous than water, so an over-application of pressure will be necessary to get a significant flow rate. Magma routing requires [[magma-safe]] materials.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
:* [[Water]]&lt;br /&gt;
:* [[Magma]]&lt;br /&gt;
:* [[Screw pump]]&lt;br /&gt;
:* [[Pressure]]&lt;br /&gt;
[[ru:Aqueduct]]&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=252683</id>
		<title>Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aquifer&amp;diff=252683"/>
		<updated>2020-05-10T10:45:22Z</updated>

		<summary type="html">&lt;p&gt;Su: rewrite and reorganization, taking into account the new light aquifers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:04, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:aqua_varied.png|thumb|right|158px|Area with a varied aquifer.]]An '''aquifer''' is a subterranean layer of [[water|groundwater]]-bearing rock or [[soil]]. As of {{version|0.47.01}}, there are two types of aquifers: {{DFtext|Light aquifer|1:1}} and {{DFtext|Heavy aquifer|1:1}}, with Light aquifers being by far the most common. Prior to this, all aquifers behaved as the &amp;quot;Heavy&amp;quot; type.&lt;br /&gt;
&lt;br /&gt;
Aquifers are tiles which produce water in their ''neighboring'' tiles -- north, south, east, west, and below. They do not produce water in the tile above them, nor in any diagonally-adjacent tiles. &lt;br /&gt;
&lt;br /&gt;
Aquifers cannot be drained; the groundwater is limitless, with even a single isolated tile leaking water forever. However, [[smoothing|smoothed]], mined, carved staircase, or channeled aquifer tiles no longer produce water. &lt;br /&gt;
&lt;br /&gt;
Aquifers located in [[ocean]] [[biome]]s will produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.&lt;br /&gt;
&lt;br /&gt;
If you are digging an up/down staircase in the downward direction and you hit an aquifer, the aquifer tile will be revealed as damp soil or stone and the digging job will be un-designated for that tile. If you are mining horizontally, you will similarly be warned of a &amp;quot;damp stone&amp;quot; before breaching the aquifer. If you are digging an up/down staircase in the ''upward'' direction, or a ramp, and you hit an aquifer from below, the aquifer tile will immediately start producing water in the stairwell. In the case of Heavy aquifers, this can lead to a lot of [[Fun]].&lt;br /&gt;
&lt;br /&gt;
== Light Aquifers ==&lt;br /&gt;
Light Aquifers are by far the most common (being ~19 out of every 20 aquifers), and produce water at a greatly diminished rate. As a result, they can easily be penetrated with minimal effort by digging out one level at a time and walling it off reasonably quickly.&lt;br /&gt;
&lt;br /&gt;
== Heavy Aquifers ==&lt;br /&gt;
Unlike Light Aquifers, Heavy aquifers produce water almost immediately, effectively halting excavation at or below the aquifer level. This, in conjunction with the fact that they are often located in areas rich in [[loam]] and [[sand]], makes it difficult to find great quantities of [[stone]] in areas with heavy aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
Unmined heavy aquifer tiles also act as an infinite ''sink'' for water, just like an open map edge. A single aquifer tile can absorb any amount of [[pressure|pressurized]] water each tick, limited only by the supply. One less obvious consequence is that if an opening is made through a multi-layer aquifer, only the lowest opened layer will ever fill with water.&lt;br /&gt;
&lt;br /&gt;
Empirically, Heavy aquifers gain approximately 1/7 water every 14 ticks, though production has been observed to vary from 2-28 ticks. This rate does not appear to change significantly based on the number of adjacent aquifer tiles.&lt;br /&gt;
&lt;br /&gt;
== Varied Aquifers ==&lt;br /&gt;
In addition to the {{DFtext|Heavy|1:1}} and {{DFtext|Light|1:1}} types of aquifer, DF can also display {{DFtext|Varied aquifer|1:1}} on the pre embark screen, which means there are some tiles with light and some tiles with heavy aquifers in the embark rectangle (also note that the biomes of neighboring tiles can &amp;quot;spill over&amp;quot; into a tile, resulting in different, unannounced, aquifers in those parts).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Where they are found ==&lt;br /&gt;
&lt;br /&gt;
Aquifers appear based on the elevation of the terrain. Low elevations - particularly those near rivers and oceans - are more prone to having an aquifer present, while locations closer to mountains are much less likely, but still possible.&lt;br /&gt;
&lt;br /&gt;
Layers which '''can''' contain aquifers:&lt;br /&gt;
*[[sandy clay loam]]&lt;br /&gt;
*[[silty clay loam]]&lt;br /&gt;
*[[loam]]&lt;br /&gt;
*[[sandy loam]]&lt;br /&gt;
*[[silt loam]]&lt;br /&gt;
*[[loamy sand]]&lt;br /&gt;
*[[silt]]&lt;br /&gt;
*[[sand (tan)|sand]]&lt;br /&gt;
*[[yellow sand]]&lt;br /&gt;
*[[white sand]]&lt;br /&gt;
*[[black sand]]&lt;br /&gt;
*[[red sand]]&lt;br /&gt;
*[[peat]]&lt;br /&gt;
*[[pelagic clay]]&lt;br /&gt;
*[[calcareous ooze]]&lt;br /&gt;
*[[siliceous ooze]]&lt;br /&gt;
*[[sandstone]]&lt;br /&gt;
*[[conglomerate]]&lt;br /&gt;
*[[puddingstone]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Note: only layers with the [AQUIFER] token can support aquifers. Other layers can appear directly below an aquifer and will blink &amp;quot;damp&amp;quot;, but they are not actually part of the aquifer, but digging into them will still cause water to come from above. Please check the raws for the [AQUIFER] token before adding to this list. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Layers which '''cannot''' contain aquifers, despite their names suggesting otherwise:&lt;br /&gt;
*[[clay]]&lt;br /&gt;
*[[silty clay]]&lt;br /&gt;
*[[sandy clay]]&lt;br /&gt;
*[[clay loam]]&lt;br /&gt;
*[[siltstone]]&lt;br /&gt;
*[[mudstone]]&lt;br /&gt;
&lt;br /&gt;
== Working in aquifers ==&lt;br /&gt;
When working in aquifers, some points to keep in mind include:&lt;br /&gt;
&lt;br /&gt;
*Water on the tile where a worker is standing will cause job cancellations if it gets too high. A construction job (e.g. wall building) will be suspended by 2/7 depth, but a mining job will only be stopped by 4/7 depth of water.&lt;br /&gt;
* Flowing water will cause parents to drop their infants, leading to job cancellations and occasionally [[fun]].&lt;br /&gt;
* Aquifers do not create water in diagonal tiles, but do create water in open tiles directly below them. Therefore, you will want to dig two z-levels below the lowest aquifer layer before continuing with your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Probing an aquifer ===&lt;br /&gt;
&lt;br /&gt;
You can discover what layer lies below an aquifer layer by digging up/down stairs into the aquifer. This will reveal the tile below the aquifer layer, and if this is non-aquifer (for example, clay, ore or bedrock) then you know the aquifer is only 1z deep at that location. This method can only be used to determine whether the aquifer is 1 layer deep, or multiple layers deep, but this is still enough information to help plan how to penetrate it. Using a pump-based method is highly recommended for multiple layer Heavy aquifers.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Heavy Aquifers ==&lt;br /&gt;
===Going around===&lt;br /&gt;
If your embark site is covered by multiple biomes, there is a chance the Heavy aquifer is not present in every biome.  In some maps this may be indicated by an outcropping of stone in a landscape otherwise composed of soil; in other maps the change in biome might be visible as a change in soil type, vegetation type or density.  You might be able to dig down through a biome that doesn't have a heavy aquifer, to a Z-level below the heavy aquifer, and then (if you wish) tunnel beneath the heavy aquifer to the previously -inaccessible region.&lt;br /&gt;
&lt;br /&gt;
Even if all the biomes of your site contain aquifers, they might not all be at the same Z-level, so you still might be able to dig down in one biome, reaching a Z-level beneath the aquifer in another biome.&lt;br /&gt;
&lt;br /&gt;
Additionally, if your biome contains deep cliffs, for instance, in the form of a river gorge, it may be possible to build a staircase down the side of the gorge past the aquifer.&lt;br /&gt;
&lt;br /&gt;
=== The double slit method ===&lt;br /&gt;
{{Main|Double-slit method}}&lt;br /&gt;
This is one of the most commonly-used methods, due to its convenience and power. It was originally developed by QuantumMenace, and is also mentioned below under [[#The pump method|the pump method]].&lt;br /&gt;
&lt;br /&gt;
=== The hatch trick ===&lt;br /&gt;
The hatch trick is a simple method for putting one or two dwarves through a single Heavy aquifer layer. (This is not to be mistaken with only working for a single layer aquifer.) You can use the trick to essentially bypass the problematic final layer of a multi-layer aquifer, allowing access to the rock layers and caverns before you've put a sealed staircase through the aquifer.&lt;br /&gt;
&lt;br /&gt;
First you must dig a pair of up/down stairs into the aquifer (i.e. as in twin slit), while draining one of the tiles with a screw pump, simply build a hatch on the tile (the hatch must be built on a downstairs or up/down stairs for the trick to work). Once the hatch is constructed, with the pump still operating, designate an up/down staircase under the hatch, a miner will dig the staircase out while standing 'on top' of the hatch, he can then pass through the hatch to continue digging, the hatch will let 1-2 water through with him before closing and preventing further water from following the miner. The miner is now safely under the aquifer and can dig down to the caverns or to the map edge and establish a drain, allowing you to use the much faster [[#The drainage method|drainage from below method]] to finish penetrating the aquifer. This can save a lot of time for multiple-layer aquifers where the final layer is sand. It is also quicker and cleaner than cave-in for single layer aquifers if you plan to extend a staircase straight down to the caverns anyway (making the drain essentially free).&lt;br /&gt;
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===The ore method===&lt;br /&gt;
On maps where the aquifer is not held in a layer of soil, but instead is held in a [[sedimentary layer]] such as sandstone, it may be possible to tunnel down through deposits of ore such as [[magnetite]]. For this to work you have to find a spot where there is coincidentally an ore deposit on each Z-level you need to dig through.  This is only possible through tiresome trial and error, or through the use of a utility like DFHack's &amp;lt;tt&amp;gt;reveal&amp;lt;/tt&amp;gt;.  The trial and error method can be accomplished somewhat more easily by digging up/down stairs to reveal the layer underneath them without actually digging into the underlying layer.  This method is more complicated with aquifers located in layers of [[conglomerate]], as large clusters of [[puddingstone]] will support the aquifer and thus cannot be used to provide a path through it.&lt;br /&gt;
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=== The &amp;quot;Chicken Run&amp;quot; technique ===&lt;br /&gt;
In versions of the game earlier than {{version|0.40.23}}, this term meant having a reasonably fast/skilled miner dig a set of up/down staircases faster than the water from the aquifer could fall down the stairs and block movement into the mining tile. With luck, a miner could breach the caverns this way, allowing the aquifer water to drain. After the addition of job priorities, this became impossible. Now, when a newly revealed damp tile cancels mining, the miner will revert to &amp;quot;No Job&amp;quot; status and will take a few dozen ticks to resume mining. In that time, the miner will walk away and the site will be flooded, making the tile below unreachable.&lt;br /&gt;
&lt;br /&gt;
A limited but useful variant of this technique still exists. By digging downward staircases in the layer above the aquifer, those tiles can be revealed as damp, and thus will not trigger the mining cancellation. A sufficiently fast miner (Professional or so should do for soil layers, depending on agility) can then dig a stair in one of the tiles, and before that tile floods, channel out an adjacent tile. The channel will breach the layer below, and if that layer is also an aquifer, it will of course act as an infinite drain for water from above. This then opens the possibility of opening space to work in the upper layer.&lt;br /&gt;
&lt;br /&gt;
While not a direct staircase in the original method, establishing a drain with just a pick is also possible with a dabbling miner. One can channel an aquifer tile from up to four ramps dug at the corners of the tile to be channeled, such that the channel priority is higher than the ramp-digging priority. Using this, one can establish drains into the next level of a soil aquifer, as digging progress accumulates in revealed tiles.&lt;br /&gt;
&lt;br /&gt;
If you fail to mine fast enough, or if flowing water pushes your miner down the channeled ramp, the dwarf will usually walk up the stairs to safety, but it is possible that the miner might &amp;lt;s&amp;gt;drown&amp;lt;/s&amp;gt; have fun. In stone aquifers, a legendary miner can manage with one attempt at channeling, and at minimum, a proficient miner can manage with four, though in the second case they'll risk drowning and can take weeks to dig the next channel to expand the drain.&lt;br /&gt;
&lt;br /&gt;
=== Exploiting cave-ins ===&lt;br /&gt;
Conceptually this method involves removing the aquifer-bearing sand, soil or rock using channeling, and then dropping an island of dry sand, soil or clay into the resulting pond, a staircase can then be dug through the center of the resulting artificial island. This requires at least one natural dry layer, but is more flexible if two or more are available. An advantage of these methods is that they can be carried out by a single miner with no resources other than a pick.&lt;br /&gt;
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This does not work with [[construction|constructed]] walls since they deconstruct on cave-in.&lt;br /&gt;
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'''Note:''' There is a bug{{bug|1206}} that can occasionally prevent this method from working. Collapsed layers often turn into the layer type that was dug out at the level where they land (e.g. dry loam becomes dry sand). On occasion, a dry layer collapsed into an aquifer will also transform into actual aquifer tiles (e.g. dry loam becomes water-producing sand). It is unknown what triggers this behavior, but when it occurs it will be impossible to pierce the aquifer using cave-ins.&lt;br /&gt;
&lt;br /&gt;
When unmined tiles collapse into a liquid, the displaced liquid teleports to sit ''on top'' of the collapsed tiles. Thus, when plugging an aquifer, it is usually advisable to incorporate aquifer drain space into the design to dispose of the displaced water.&lt;br /&gt;
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==== Cave-in example ====&lt;br /&gt;
[[File:Aquifer-Plug.png|frame|none|Note: Side View]]&lt;br /&gt;
&lt;br /&gt;
*Dig stairs down to the aquifer. Dig over the aquifer layer but under your &amp;quot;plug&amp;quot;. You'll need a 5x5 landmass. (Slide 2)&lt;br /&gt;
*Channel out the area the plug will fall into. (Slide 3)&lt;br /&gt;
*Leave a single floor tile on top of the plug and dig out the outer layer of your plug. The plug should be a 3x3 landmass now. The single floor tile must keep the plug from falling. (Slide 3)&lt;br /&gt;
*Channel out the floor tile holding up the plug. (Slides 4 &amp;amp; 5)&lt;br /&gt;
*Construct floor tiles to reach the plug and dig through the middle to get under the aquifer. (Slide 6)&lt;br /&gt;
&lt;br /&gt;
==== Concentric Ring Method for Multiple Layers ====&lt;br /&gt;
&lt;br /&gt;
If you build many rings inside one another in your top drop layer, you can breach multi-level aquifers with as little as 2 natural layers of dry soil above it.  Drop the rings from the outside to the inside using constructed arms to hold the center rings in place.  Once a ring drops into the water below it, pump out the water in the center and dig down another layer.  When that is complete, drop the next ring and continue the process until you are through.  Since you start dropping rings from the outside it is necessary to know how many levels deep the aquifer is before you begin.&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorial for more than one Aquifier can be found here: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Chicken-Run&amp;quot; plug ====&lt;br /&gt;
&lt;br /&gt;
This method was developed for a single-pick challenge on a hostile biome. In the specific (but common) case of a 2-Z thick soil aquifer, with two dry layers above, it is possible to very quickly penetrate the aquifer using a cave-in without breaching the surface and compromising the fort's security. The method starts with a Chicken Run (see above), after which an area of the upper aquifer level is cleared out with drainage into the lower level. The lower dry level is then collapsed, which means that the sub-surface level only needs to be mined (to release the plug) rather than collapsed as part of the plug.&lt;br /&gt;
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The procedure is described in detail {{Forum|129994.msg4620421#msg4620421|in this and the following posts}}.&lt;br /&gt;
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While not yet demonstrated, it should be possible to use successive cycles of chicken-running and clearing to pierce arbitrarily deep soil aquifers this way.&lt;br /&gt;
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=== The pump method ===&lt;br /&gt;
The pumping method uses one or more [[screw pump|pumps]] to keep an area dry long enough to smooth or [[wall]] off the sides, stopping the flow of water.  It requires no special environment or resources, other than wood and dwarves (and patience).  Most commonly, a modestly-sized section of the aquifer layer is channeled out and several screw pumps are built facing it.  Directly behind each of the screw pumps a few tiles are channeled out to receive and dispose of the pumped water.  When the pumps are activated, they should pump water faster than the aquifer can produce it, allowing masons to smooth or build walls around your future staircase.  You ''will'' get job cancellations during this process, as stray 2/7's of water interrupt the building process.  Just unsuspend the construction when this happens, as long a dwarf manages to touch the wall before canceling, it will move incrementally toward completion and eventually finish.  Depending on the availability of screw pumps and dwarves, you may need to wall off one corner or side at a time, then move the pumps and repeat.  When drilling through more than one aquifer layer, be sure to leave yourself enough room to build additional layers of pumps and water disposal channels on lower levels. &lt;br /&gt;
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Things to consider: &lt;br /&gt;
* The smaller your work area, the less water your dwarves will have to remove and the faster construction will finish. For a single-layer soil aquifer, you only need to mine five tiles (your stairway and walls directly North, South, East, and West of it); single-layer stone aquifers require only a single tile be channeled.&lt;br /&gt;
* Mechanical [[power]] may come in handy, but dwarf power works just fine and is much more portable.&lt;br /&gt;
* Channels can sometimes be used in place of walls, causing water produced by the aquifer on one level to immediately fall and be consumed by the aquifer on the level below.&lt;br /&gt;
* This method may take a while.&lt;br /&gt;
&lt;br /&gt;
==== Specific pump methods in detail ====&lt;br /&gt;
QuantumMenace's [[double-slit method]] can pierce an aquifer of any depth using only wood and dwarven labor. Taken from [http://www.bay12forums.com/smf/index.php?topic=79224.15 this forum post].&lt;br /&gt;
&lt;br /&gt;
Earlier in the same thread, Hans Lemurson laid out a very dwarfy method that can also pierce aquifers of any depth, using several pumps and machinery. [http://www.bay12forums.com/smf/index.php?topic=79224.0#msg2058307 Find it here].&lt;br /&gt;
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A convenient method without job cancellation using a [[pump stack]] was presented by kingubu in [http://www.bay12forums.com/smf/index.php?topic=143064.0 this forum post], see [[Pump-stack_method]]&lt;br /&gt;
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Leonidas posted a [http://www.bay12forums.com/smf/index.php?topic=169616.0 detailed procedure], copiously illustrated, for tunneling through any aquifer with limited resources and relative safety.&lt;br /&gt;
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===The freezing method===&lt;br /&gt;
If you are playing in a freezing or very cold landscape, where it snows in winter and instantly freezes water on the map, you can dig out a 3x3 hole in the ground using [[channel]]s, and make it deeper and deeper until you reach the aquifer level. Once you reach the damp rock, tunnel into it with up/down staircases, then channel out the downstairs, the exposed water will turn to ice, digging the up/downstairs before channeling allows the tiles to safely fill with 7/7 water before being frozen, this avoids the hazard of miners being encased in ice and avoids a bug(?) where frozen water which is less than 7/7 deep does not produce a floor above it. The central square of the 3x3 hole should be tunnelable ice, so you can get to the rock beneath.&lt;br /&gt;
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If your fortress is in a zone that gets warm, build walls around the inside of the hole to stop the water coming in once the ice melts. In order to build a wall around a 1x1 staircase it will be necessary to have a 5x5 hole, since you need to leave an outer ring of ice to seal the aquifer.&lt;br /&gt;
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If the aquifer is multiple layers deep you will need to start with a sufficiently large hole to account for both an ice wall to seal the aquifer and a constructed wall to seal the ice wall for each layer of the aquifer. A pump based method might be preferable.&lt;br /&gt;
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As an alternative to building a second wall to seal the ice wall, you can establish a drain into the caverns, and build a constructed wall when the melt comes.&lt;br /&gt;
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===The magma/obsidian method===&lt;br /&gt;
If you have access to a supply of magma, you can create your own obsidian caissons. By channeling into the aquifer layer and then filling these channels with magma, or by digging staircases and pouring magma down the staircases, it is possible to create a wall of obsidian between your working area and the [[water]]-bearing rock or [[soil]]. However, changes to world generation with the last version have made this method more difficult than it once was, as it is now harder to find magma vents that extend above the aquifer level.&lt;br /&gt;
&lt;br /&gt;
===The drainage method===&lt;br /&gt;
Having made an initial hole in the aquifer, you may wish to punch another larger hole through, say for example to grow wild strawberries in the caverns. Or you may simply want an additional (natural stone!) staircase. Once you have access from below this is much easier than digging from above, and it has the additional benefit of producing a shaft of exactly the size you want.&lt;br /&gt;
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Locate the caverns and dig a drainage shaft of up/down stairs or downward stairs up from the caverns to the aquifer (downward stairs function as grates and are far safer than channeling). Once the drainage shaft is complete punch the shaft up through the aquifer (using up/down stairs) until you hit dry dirt. Now mine out the walls around the shaft and build constructed walls to seal the aquifer. It's even faster if the walls are dug out using down stairs instead, constructed walls can be built on the stairs and water falls straight through, thus construction can always be started and is never suspended. Always build the walls from the highest layer down, so the dwarves aren't having water dumped on them from above.&lt;br /&gt;
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This method can be used to create arbitrarily large (and shaped) holes. Large holes, which would be impractical to dig from above, are very easy using this technique. It's also extremely useful for digging straight shafts through &amp;quot;layercake&amp;quot; aquifers where aquifer tiles and non-aquifer tiles are intermixed.&lt;br /&gt;
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Just be very aware that your framerate is bound to suffer, if you are not fast with plugging the aquifer walls.&lt;br /&gt;
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===The modding method===&lt;br /&gt;
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world.  This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.&lt;br /&gt;
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==== With PyLNP ====&lt;br /&gt;
Disable aquifers in the options tab before generating a new world.  This works similarly to the command-line method below, but is usually a lot easier.&lt;br /&gt;
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==== With DFHack ====&lt;br /&gt;
The DFHack command &amp;quot;light-aquifers-only&amp;quot; changes all Heavy aquifers to Light Aquifers.&lt;br /&gt;
&lt;br /&gt;
If you prefer not having to deal with aquifers at all, the DFHack command &amp;quot;drain-aquifer&amp;quot; removes the aquifer flag from all tiles in your current embark without requiring raw edits.  &lt;br /&gt;
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If you have DFHack, this is the best method.&lt;br /&gt;
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===== With DFHack's tiletypes command =====&lt;br /&gt;
DFHack's [https://github.com/DFHack/dfhack/blob/master/Readme.rst#tiletypes &amp;quot;tiletypes&amp;quot;] command lets you remove the aquifer flag from specific tiles only. This is useful if you want to keep a Heavy aquifer on your map, but don't want to deal with the hassle of breaching it.&lt;br /&gt;
&lt;br /&gt;
To create 4x4 aquiferless shaft, do this:&lt;br /&gt;
 1) Type &amp;quot;tiletypes&amp;quot; in DFHack to open the tiletypes tool&lt;br /&gt;
 2) Type in the following commands to set the tool's filter, paint and brush settings accordingly:&lt;br /&gt;
   - filter any&lt;br /&gt;
   - paint aqua 0&lt;br /&gt;
   - range 4 4&lt;br /&gt;
 3) In Dwarf Fortress, press 'k' to bring up the cursor, and move the cursor to the position you want the top left tile of your shaft to be.&lt;br /&gt;
 4) In DFHack, type &amp;quot;run&amp;quot;. The aquifer will be removed in a 4x4 square below and to the right of your cursor.&lt;br /&gt;
 5) Repeat steps 3 and 4 for every aquifer layer you have. Don't worry about hitting non-aquifer tiles, they shouldn't be affected by the tool at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, in step two you can provide a third number for the range. This number will represent how many Z levels deep to remove aquifers.&lt;br /&gt;
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If you don't know how deep your aquifer is, either use the &amp;quot;reveal&amp;quot; command in DFHack to check, or just set the tiletypes range to encompass multiple z-levels. For instance, use &amp;quot;range 4 4 20&amp;quot; and use &amp;quot;tiletypes-here&amp;quot; on a tile 20 layers below the surface of your shaft.&lt;br /&gt;
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==== Command-line (Linux/OS X) ====&lt;br /&gt;
Note that this prevents Light aquifers as well as Heavy ones!&lt;br /&gt;
&lt;br /&gt;
 cd df_linux/raw/objects/&lt;br /&gt;
 sed -i 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
and generate world.  To edit an already generated world, run the &amp;lt;code&amp;gt;sed&amp;lt;/code&amp;gt; command in the &amp;lt;tt&amp;gt;df_linux/data/save/''regionNN''/raw/objects&amp;lt;/tt&amp;gt; folder instead. &lt;br /&gt;
&lt;br /&gt;
OS X requires an argument to the &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; flag, which is used as an extension to create backup files (but it can be empty):&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;pre&amp;gt;sed -i '' 's/\[AQUIFER\]/(AQUIFER)/g' inorganic_stone_*.txt&amp;lt;/pre&amp;gt;&lt;br /&gt;
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If you want to restore the tags later, you can do it with the command:&lt;br /&gt;
&lt;br /&gt;
 sed -i 's/(AQUIFER)/[AQUIFER]/g' inorganic_stone_*.txt&lt;br /&gt;
&lt;br /&gt;
==== Text editor (All operating systems) ====&lt;br /&gt;
You can manually perform the Command-line method above.&lt;br /&gt;
&lt;br /&gt;
There are three files. They can be found in two different places.&lt;br /&gt;
&lt;br /&gt;
For every new world you make:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/raw/objects&lt;br /&gt;
&lt;br /&gt;
For worlds that have already been made:&lt;br /&gt;
    “THE FOLDER DF IS INSTALLED IN”/data/save/“THE WORLD YOU ARE EDITING”/raw/objects&lt;br /&gt;
&lt;br /&gt;
The three files you are editing are:&lt;br /&gt;
     inorganic_stone_layer.txt&lt;br /&gt;
     inorganic_stone_mineral.txt&lt;br /&gt;
     inorganic_stone_soil.txt&lt;br /&gt;
&lt;br /&gt;
Open these in a text editior.&lt;br /&gt;
Open the “Find and Replace” function of your text editor.&lt;br /&gt;
&lt;br /&gt;
Replace all instances of&lt;br /&gt;
[AQUIFER]&lt;br /&gt;
with &lt;br /&gt;
(AQUIFER)&lt;br /&gt;
&lt;br /&gt;
Later on, if you would like to reverse the process, replace (AQUIFER) with [AQUIFER].&lt;br /&gt;
&lt;br /&gt;
== Benefits of aquifers ==&lt;br /&gt;
Aquifers can be useful for building a self-sufficient fortress, and are often indispensable for water-related [[megaprojects]] in maps without a river.&lt;br /&gt;
&lt;br /&gt;
Aquifers outside [[ocean]] biomes also contain fresh water. Since aquifers are almost always located close to the surface, freshwater aquifers can easily be turned into a source of infinite, secure, non-freezing drinking water for your dwarves, eliminating the need for a [[Reservoir|cistern]]. While both of these roles can also be filled by [[Caverns|cavern]] features, an aquifer allows you to get the same advantages without exposing yourself to potentially ~~dangerous~~ Fun cavern creatures.&lt;br /&gt;
&lt;br /&gt;
=== A benefit of Heavy Aquifers? ===&lt;br /&gt;
Although annoying, Heavy aquifers can absorb an infinite amount of water, meaning they can function as a drain for anything above them. For instance, digging a pit in a lower Z level of the aquifer, then connecting it to a breached aquifer a level above through a channel dug a level above ''that'' will create a permanently flowing, compact, secure water/power source completely contained within the fortress.  &lt;br /&gt;
&lt;br /&gt;
== Technical implementation of the aquifer version split ==&lt;br /&gt;
&lt;br /&gt;
The aquifer split introduced in 0.47.01 uses the crude but effective random appearing method of making all aquifers light unless the Drainage modulo 20 equals 7.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some light aquifers may not appear on the embark screen.{{bug|11358}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.15 QuantumMenace's two-slit method] for breaching aquifers of any depth - Illustrated guide&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=141600 Hatch trick] described with ascii art.&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Su</name></author>
	</entry>
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