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		<id>https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=223560</id>
		<title>Cross-training</title>
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		<updated>2016-02-19T06:55:02Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: from herbalist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:23, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training (you may see this as an advantage, though)&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases of strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a much slower rate than military training (and fewer attributes to boot).&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]].&lt;br /&gt;
*Generates nothing useful other than the increased skills and attributes of the trainee.&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method, it is based on the feature, that a dwarf riding a minecart learns swimming while doing so. (See: [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees are inside.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation ([[stone detailing]])====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[stone detailing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stone detailing]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Serious conflict with [[engraving]] assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survial Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuff won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles needs protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spiders]] or [[blind cave ogre]]s.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=222144</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=222144"/>
		<updated>2015-12-13T00:42:16Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a magma pool. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ˜ mark (a double tilde) - essentially it looks like red water.  Note that red ˜ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
{{F|111883|(see forum)}}&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
{{F|110724|(see forum)}}&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;lt;}}{{k|&amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are several ways to accomplish this.&lt;br /&gt;
&lt;br /&gt;
The first task is to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is to move the liberated magma-laden minecart(s) to the track stop. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|Impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]] (e.g. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In {{F|125679/4217863|one design}} posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted {{F|109460/3374816|another design}} using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up &lt;br /&gt;
                the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), &lt;br /&gt;
                set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%% ░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░7777777░░░        &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 5&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in a year.&lt;br /&gt;
&lt;br /&gt;
==== Design 4: Urist's Cradle ====&lt;br /&gt;
This design works fairly reliable while requiring no powered rollers. It works using impulse ramps and is thus considered an exploit.&lt;br /&gt;
&lt;br /&gt;
As seen from the side (south):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 0:    ▒▒&lt;br /&gt;
-1: ▒▒▲▲▲▲▒▒&lt;br /&gt;
&lt;br /&gt;
Legend:&lt;br /&gt;
▲: impulse ramp (south-west or north-west oriented) , 7/7 magma&lt;br /&gt;
▒: solid wall / ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The minecarts arrive from the left with high speed, bump into the walls, drop into the 7/7 magma and get accelerated by the impulse ramps. Because of *physics*, the minecarts get stuck at the last impulse ramp on the right. A second minecart, also coming from the left, will push the first minecart out, filled with magma.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, dodging attack of another critter, [[building destroyer]] activity gone wrong, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]]. It's unknown whether flow push bug {{Bug|5458}} can be a problem with magma, so if you want to be sure, protect the intake with floor grate - like water, except it won't get back up on its own.&lt;br /&gt;
&lt;br /&gt;
Magma saves all the work for fuel (but not flux for steel), so &amp;quot;dig down to magma&amp;quot; is a reasonable strategy for starting metal/glass/ceramics industry. As to the other magma uses - if you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron [[ore]] or ready bars of [[nickel]] (cheaper, but have few other uses). If you are in a hurry, you usually can take a nickel minecart on embark (at the same price as iron anvil), but to have magma-safe rollers you'll need a forge either way: metal chains seem to ''never'' be available on embark {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to [[Digging designation canceled|cancel their designation with a &amp;quot;warm stone&amp;quot; warning]] once they are revealed.&lt;br /&gt;
&lt;br /&gt;
Magma can melt ice beyond the &amp;quot;warm&amp;quot; wall, but this happens ''only when magma moves in'': {{F|72296/1795893|later the same reservoir may freeze just like when magma was not there}}. Whether magma needs to be moved out and in, or depth recalculation is enough is unknown {{verify}}.&lt;br /&gt;
&lt;br /&gt;
Implication of the two above effects is that when magma appears or disappears somewhere, that one and several adjacent tiles start or stop being {{Tile|☼|6:4:1}} &amp;quot;warm&amp;quot; - and there are likely to be temperature recalculations for the tiles adjacent to ''them'' - in addition to processing that happens when moving water. This means that having streams of magma changed or pumped (since a pump can drain its source) tend to cause major FPS drop, which can be prevented by keeping the affected tiles continuously &amp;quot;warm&amp;quot; with small buffer reservoirs (see [[Screw_pump#Improved_Magma_Pump_Stack|Improved Magma Pump Stack]] design by NecroRebel).&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carp&amp;diff=222139</id>
		<title>Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carp&amp;diff=222139"/>
		<updated>2015-12-12T21:16:57Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: moved details to the topic article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:53, 14 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|skin=scale&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=8-9&lt;br /&gt;
|fat=8&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=12&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''carp''' is a fairly common variety of [[Fish|large fish]] that is infamous among dwarves as being a vicious killer. However, they are not as dangerous now as the stories would lead you to believe. They are still capable of dragging dwarves into water&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;, which if there are no [[ramp]]s to allow the unlucky dwarf to escape can result in them drowning. Groups of carp are considerably more dangerous, able to inflict enough wounds with their raspy sucker-mouths to cause a fully-clothed dwarf bleed out and turn the [[river]] a festive red color. &lt;br /&gt;
&lt;br /&gt;
Carp may be found in anything from a river to a murky pool. While river-carp may be just as scared of your dwarves as the dwarves are of them (tending to swim away), carp found in a [[murky pool]] will often feel cornered and attack anyone who gets too close &amp;quot;as an act of self defense&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;1: Actually, the stupid dwarves fall into the water trying to dodge carp attacks.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If carp only exist in one specific water source (say, one Murky Pool), it may be best to simply designate a non-carp-infested body of water as a water source ({{k|i}}, set area rectangle using {{k|enter}}, {{k|w}}) and then restrict drinking and fishing to that zone ({{k|o|z|d|f|sep=-}}) so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
See also [[Activity_zone#Water_source|Activity zone]] article on water sources and their protection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In [[40d:Carp|prior versions]] of the game, carp had teeth that could inflict 3 times as much damage as an unarmed dwarf's fist, and so could dispatch an unarmed and unarmored dwarf (e.g. a fisherman, or a miner going for a drink) with ease.&lt;br /&gt;
*The trait of carp to attack dwarves was purely accidental. Tarn Adams made carp carnivorous and about the size of a dwarf, and when he discovered that they would attack dwarves he decided to just leave it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Carp_escape.jpg|thumb|center|700px|'''''Legends of terrifying carp persist from [[Carp|days of yore]]''''']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=222138</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=222138"/>
		<updated>2015-12-12T21:14:05Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: mostly from Carp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:21, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
'''Activity zones''' are areas to which [[dwarf|dwarves]] are constrained when performing specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. Activity zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] or over a [[river]] or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones [[menu]], ({{k|i}})Pressing {{k|e}} in the Zones menu cycles through each method, and pressing {{k|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{k|+}}/{{k|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ([[healthcare|hospital]], pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The maximum size of an activity zone is 31x31.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
:{{k|w}}&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves or at least spook civilians and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source ({{k|i}}, set area rectangle using {{k|enter}}, {{k|w}}) and then restrict drinking and fishing to that zone ({{k|o|z|d|f|sep=-}}) so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish is found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Fishing zone ==&lt;br /&gt;
:{{k|f}}&lt;br /&gt;
Dwarves will preferably use these zones when [[fish]]ing, using them up until their supply is exhausted before on to the next water source (and exclusively if designated as such by [[standing orders]]: {{k|o}}-{{k|z}}). As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing off a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, and moreover building a [[Fishing industry#Industry management|fishing inlet]] is an easy and logistically rewarding project, so it is recommended to eventually construct one and designate it as the fortress's fishing area by combining an activity zone and a change in the standing orders settings. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone, and you can defend against swimming building destroyers pathing into your fortress through this route by using [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather/Pick Fruit ==&lt;br /&gt;
:{{k|g}}&lt;br /&gt;
This will automate plant gathering jobs in this area. This is also necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for other dwarves to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
:{{k|d}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf made), garbage will be thrown into the open space.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
:{{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:''See also: [[Mass pitting]]''&lt;br /&gt;
:{{k|p}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way. Creatures can be assigned to a pit/pond through the {{k|P}} menu. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. See [[Mass pitting]] for more information on pit design involving hostile creatures. Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area). If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
:{{k|s}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The collect sand task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
:{{k|c}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The collect clay task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
:{{k|m}}&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to [[meeting hall]]s. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to do so so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). Designating a meeting area is done via the zone menu; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
{{main|Healthcare#Setting_up_a_Hospital}}&lt;br /&gt;
:{{k|h}}&lt;br /&gt;
&lt;br /&gt;
A hospital zone allows [[wound]]ed dwarves to rest and receive care and [[healthcare|treatment]]. Dwarves can be rested and (mostly) treated in any free fortress bed but [[traction bench]]es can only be constructed in hospital zones and designating a zone allows healthcare to reserve healthcare supplies: [[plaster powder]], [[splint]]s, [[crutch]]es, [[thread]], [[cloth]], [[soap]], and [[bucket]]s so long as [[container]]s are available in the zone. The limits of storage in containers can be set in the zones menu by using ({{k|i}}) selecting the hospital zone and then {{k|H}}.&lt;br /&gt;
&lt;br /&gt;
== Animal training ==&lt;br /&gt;
{{main|Animal trainer}}&lt;br /&gt;
:{{k|t}}&lt;br /&gt;
&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212669</id>
		<title>Dwarf Fortress webcomics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_webcomics&amp;diff=212669"/>
		<updated>2014-12-04T20:42:04Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Three Panel Soul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarf Fortress''', due to a combination of its insane level of complexity and minimal artistic depiction, attracted the attention of various webcomic writers and artists - detail minded folk, often attracted to games, and with very active imaginations. These webcomic 'strippers have immortalized Dwarf Fortress, sometimes as individual episodes in their ongoing webstrips, sometimes as brand new webcomics devoted entirely to Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A Dwarf Fortress comic]]&lt;br /&gt;
&lt;br /&gt;
==Graphic Sagas==&lt;br /&gt;
&lt;br /&gt;
===Bronzemurder===&lt;br /&gt;
[[Bronzemurder]] is an epic illustrated saga by [http://www.timdenee.com/ Tim Denee], concerning a [[forgotten beast]].&lt;br /&gt;
&lt;br /&gt;
===Oilfurnace===&lt;br /&gt;
[http://oilfurnace.timdenee.com/ Oilfurnace] is another Dwarf Fortress illustrated saga by Tim Denee, and printed in the July 2010 issue of PCPowerplay magazine, an Australian gamer mag, making it the first Dwarf Fortress comic in print.&lt;br /&gt;
&lt;br /&gt;
==Ongoing Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics primarily about Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Revenge of the FUN===&lt;br /&gt;
[http://rotf.thecomicseries.com/ Revenge of the FUN] is a recently rebirthed comic series with an outrageous and ever-growing plot line.&lt;br /&gt;
&lt;br /&gt;
===The Chronicles of Boatmurdered===&lt;br /&gt;
[http://boatmurdered.smackjeeves.com/comics/735733/chronicles-of-boatmurdered-cover/ The Chronicle of Boatmurdered] is an illustrated version of the infamous [[succession game]] [[Boatmurdered]], with art by Deon. The webcomic began in November 2009 and stopped unfinished in may 2010.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Fortress: Histories of...*===&lt;br /&gt;
[http://dfstory.thecomicseries.com/comics/1/ Dwarf Fortress: Histories of...*] is a DF chronicle with art and story by Elthar. The webcomic began in July 2010 and updates irregularly. May or may not be dead&lt;br /&gt;
&lt;br /&gt;
===Dwarven Trail===&lt;br /&gt;
[http://www.webcomicsnation.com/dwarventrail/dwarventrail/series.php?view=archive&amp;amp;chapter=39442 Dwarven Trail: A Dwarf Fortress Comic] is a sprite comic by Matthew (Opirian) Tracy. It uses RPG Maker VX for the graphics, which mimics some of the popular [[Graphics set repository|Dwarf Fortress graphic sets]]. It follows the journey and establishment of a new fortress. [[Urist]] is a recurring character.&lt;br /&gt;
&lt;br /&gt;
===Effigies===&lt;br /&gt;
[http://effigies.smackjeeves.com/ Effigies] is a character-driven world-building webcomic by Fault, based on Dwarf Fortress Adventure Mode. The comic began in November 2009 and was ongoing, updating on a rough weekly schedule. It currently lays dormant.&lt;br /&gt;
&lt;br /&gt;
===KittyProblem===&lt;br /&gt;
http://df-kittyproblem.smackjeeves.com/     Short comic created by two brothers about the dangers of [[catsplosion]]. Story began at 2nd Sep.&lt;br /&gt;
&lt;br /&gt;
==One-Off Dwarf Fortress Webcomics==&lt;br /&gt;
Ongoing webcomics that are not primarily about Dwarf Fortress, but which have a few Dwarf Fortress episodes. The relevant strips are linked to here.&lt;br /&gt;
&lt;br /&gt;
===I'm Not Mad===&lt;br /&gt;
A 3D model comic with three Dwarf Fortress strips, [http://www.notmadcomic.com/2009/03/24/dwarf-fortress-over-achiever/ Dwarf Fortress: Overachiever],[http://www.notmadcomic.com/2009/03/26/dwarf-fortress-work-music/ Dwarf Fortress: Work Music], and [http://www.notmadcomic.com/2010/12/31/dwarf-fortress-suspicion/ Dwarf Fortress: Suspicion]. The first comic deals with [[Hidden Fun Stuff]], while the second deals with [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
===Irritability===&lt;br /&gt;
In the subsection [http://maze.icomix.com/comicpage/bad.php?o=0 200 Bad Comics], numbers [http://maze.icomix.com/comicpage/badcomics/bad053.png 56], [http://maze.icomix.com/comicpage/badcomics/bad073.png 75 and 76] are about Dwarf Fortress, mainly the [[Goblin]] menace.&lt;br /&gt;
&lt;br /&gt;
===Nerfnow===&lt;br /&gt;
A manga-influenced webcomic by Josué Pereira. Included a brief Dwarf Fortress arc: [http://nerfnow.com/comic/352 352] [http://nerfnow.com/comic/370 370] [http://nerfnow.com/comic/371 371]&lt;br /&gt;
&lt;br /&gt;
===twistedspeedo===&lt;br /&gt;
Created this comic about the game's motto, &amp;quot;losing is fun&amp;quot; : http://twistedspeedo.com/?p=478&lt;br /&gt;
&lt;br /&gt;
===Three Panel Soul===&lt;br /&gt;
[[File:Dorf.jpg|208px|thumb|right|3PS Dorf T-shirt]]&lt;br /&gt;
&lt;br /&gt;
This sequel comic to MacHall gives us four Dwarf Fortress strips, [http://threepanelsoul.com/2008/04/21/on-dwarven-fortresses/ On Dwarven Fortresses], [http://threepanelsoul.com/2008/05/12/on-trade-goods/ On Trade Goods], [http://threepanelsoul.com/2009/07/21/on-mixed-economies/ On Mixed Economies], and [http://threepanelsoul.com/2010/04/06/on-learning-curve/ On Learning Curve]. [http://threepanelsoul.com/2014/08/11/bug-fix/ Illustrated DF patch notes]. The first three comics deal with typical Dwarf Fortress [[fun]], such as [[catsplosion]], stereotypical Dwarf literal-mindedness, and the [[Dwarven economy]].  The fourth concerns a new player's introduction to the game.&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress comics were so popular, they spawned a related t-shirt (see picture on right).&lt;br /&gt;
&lt;br /&gt;
===[ENGRAVERY:MISGUIDED]===&lt;br /&gt;
A series of one-off, irregularly updated panel-style comics using altered ASCII graphics.&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-noble-mandates.html Noble Mandates]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-selecting-site.html Selecting a Site]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-artifact-rope.html Artifact Rope]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-send-in-clowns.html Send in the Clowns]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-creepy-forest.html Creepy Forest]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/04/engraverymisguided-noble-rain.html Noble Rain]&lt;br /&gt;
*[http://alluvian.blogspot.com/2011/03/engraverymisguided-and-dwarf-road-song.html Interrupted by Peacock] &amp;amp; Dwarf Road Song&lt;br /&gt;
&lt;br /&gt;
==Individual Webcomics==&lt;br /&gt;
Webcomics done by an individual that does not maintain their own regular ongoing webcomic or site, organized by artist/author if known. Links may become unusable unless these webcomics are archived!&lt;br /&gt;
&lt;br /&gt;
===cdawg===&lt;br /&gt;
Created a brief comic episode about [[fell mood]]s: [http://img.photobucket.com/albums/v514/CDawg116/dwarfcomic.png 1]&lt;br /&gt;
&lt;br /&gt;
===Lord Licorice===&lt;br /&gt;
Creates comics based around the Dwarf Fortress [[List of mods#Kobold Camp|mod Kobold camp]], mainly posted at [http://facepunch.com Facepunch]. [http://1d4chan.org/images/thumb/9/9f/Koboldhouse.gif/800px-Koboldhouse.gif Kobold House], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldthief.png Kobold Thief], [http://suptg.thisisnotatrueending.com/epic/images/gobbo/koboldandthemoon-full.gif Kobold and the Moon], and [http://suptg.thisisnotatrueending.com/epic/images/roguelike/goblinfortress.gif Goblin Fortress].&lt;br /&gt;
&lt;br /&gt;
===Ran===&lt;br /&gt;
Creator of the infamous Cheese Engraver comic posted at the top of the page, as well as this one: [http://i39.tinypic.com/2ldhzqp.jpg Miner Cancels Drink].&lt;br /&gt;
&lt;br /&gt;
===Valcan===&lt;br /&gt;
Created this comic about the [[Bronze colossus]]: [http://i39.tinypic.com/258xf2w.jpg 1].&lt;br /&gt;
&lt;br /&gt;
===Unknown Creator===&lt;br /&gt;
An awesome comic about [[fun]]: [http://i.imgur.com/mHXiz.png 1].&lt;br /&gt;
&lt;br /&gt;
A comic about [[Elf]] diplomacy: [http://i.imgur.com/I2Stz.jpg 2].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Some comics&amp;quot;&amp;gt;&lt;br /&gt;
File:1235703760028.png|First time DF player.&lt;br /&gt;
File:Comic df3.png|DF has many types of players.&lt;br /&gt;
File:Comic df4.gif&lt;br /&gt;
File:Comic df5.png&lt;br /&gt;
File:Dwarf-Fortress Poster.jpg&lt;br /&gt;
File:FunComic.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defeated Webcomics==&lt;br /&gt;
&lt;br /&gt;
These are links to comics that once were, but now are not. They are lost in the grate wasteland of The Barren 404 Desert.&lt;br /&gt;
&lt;br /&gt;
===PixelPainted===&lt;br /&gt;
[http://www.dfa.webatu.com/?page=111001 PixelPainted A Dwarf Fortress Adventure] is a flash comic by Glyphgryph, and based on a Choose Your Own Adventure-style suggestion thread. The webcomic began in September 2009 and is currently on hiatus.&lt;br /&gt;
&lt;br /&gt;
'''Dead:''' December 2014&lt;br /&gt;
&lt;br /&gt;
===Strike the Earth!===&lt;br /&gt;
[http://dfc.smackjeeves.com/comics/729795/sunderclasp-01/ Strike the Earth!] by Ran was begun in November 2009, this comic tells the epic story of the Sunderclasp. The Dwarfs hit the usual stumbling blocks of being in a [[sinister]] terrain, including facing [[undead]] wildlife.&lt;br /&gt;
&lt;br /&gt;
'''Dead:''' December 2014&lt;br /&gt;
&lt;br /&gt;
==Related Pages==&lt;br /&gt;
&lt;br /&gt;
* [[List of Dwarf Fortress references]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=212668</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Farming&amp;diff=212668"/>
		<updated>2014-12-04T20:12:13Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: fixing red links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Mud-free stone will not allow the building of a farm plot on top. The &amp;quot;Farming (Fields)&amp;quot; [[labor]] must be enabled. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[Tile_attributes | subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}).&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
First, build a farm plot &amp;quot;building&amp;quot; ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock.  Keep your farms ''small'' -- 2x2 up to 4x4 or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.)&lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow.  Press {{k|q}} and move the cursor over the farm.  You will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). Crops displayed in red cannot be grown at the moment, either due to a lack of seeds, or a lack of growing days left before the crop goes out of season.&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop on a plot.  To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these.  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields -- both can be eaten raw, or brewed.  [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]].  Check the [[crop]]s page for details on different seeds.&lt;br /&gt;
&lt;br /&gt;
Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu.  Eating them, brewing them, or processing them through a farmer's workshop, quern or millstone will produce seeds.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
=== Yield and Fertilization ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the skill of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer.&lt;br /&gt;
&lt;br /&gt;
To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity.  It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Those are &amp;quot;land&amp;quot; biomes excluding the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] [[biome]]s. [[Ocean]] biomes are also excluded, since they are not &amp;quot;land&amp;quot;. The biomes where above ground farming is possible are internally referred to as NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular environment to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. Whether this varies only with temperature or also with other climate factors is not yet known.&lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season;{{verify}} if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which only accepts [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile need only be three or four tiles. Unfortunately, due to an outstanding bug, consolidating your seeds will increase the amount of planting job cancellation spam; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
===Managing Seeds===&lt;br /&gt;
[[Seed]]s are what are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. It is recommended not to use barrels on seeds stockpiles, however, since the hauling habits of the current version lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work.&lt;br /&gt;
&lt;br /&gt;
Each plant has a seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
===Managing Crops===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Haulers will frequently take a full, heavy seed barrel from a stockpile to go pick up a single seed bag, having the unfortunate side effect of making all of the hauled seeds unusable for planting and spamming job cancellations. {{bug|5964}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still take a whole bag to gather individual seeds, but this is better than taking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}} &lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Growing&amp;diff=212667</id>
		<title>DF2014:Growing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Growing&amp;diff=212667"/>
		<updated>2014-12-04T20:05:44Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Grower]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Growing&amp;diff=212665</id>
		<title>DF2014:Growing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Growing&amp;diff=212665"/>
		<updated>2014-12-04T20:04:15Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: TBeholder moved page Growing to DF2014:Growing: Gah. It doesn't check unversioned first.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Grower]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Growing&amp;diff=212664</id>
		<title>DF2014:Growing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Growing&amp;diff=212664"/>
		<updated>2014-12-04T20:02:12Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: labors vs. professions red links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Grower]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nest_box&amp;diff=212443</id>
		<title>Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nest_box&amp;diff=212443"/>
		<updated>2014-11-24T04:13:34Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=N|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Wood&lt;br /&gt;
* Metal&lt;br /&gt;
* Stone&lt;br /&gt;
* Glass&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Woodcrafter]]&lt;br /&gt;
* [[Metalcrafter]]&lt;br /&gt;
* [[Stonecrafter]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|Shift}} + {{K|n}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized unless a male is present. Hatching does not require male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu and disabled in all food stockpiles reachable from the nest. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
When the eggs are harvested from an occupied nest box, the female bird will leave the box, making it unoccupied once more.  If you have a stockpile set to automatically receive eggs then it is very likely that all your nest boxes will appear to be empty.&lt;br /&gt;
&lt;br /&gt;
=== Incubation Chamber ===&lt;br /&gt;
A simple way to make sure that eggs can hatch without having dwarves try to make omelettes out of them is to build incubation chambers for your female birds.&lt;br /&gt;
# Build 1x1 rooms, with lockable doors.&lt;br /&gt;
# Put one nest box in each room.&lt;br /&gt;
# Create a 1x1 pasture [[zone]] on top of the nest box, and assign one female egg-layer to it. She should claim the nest box when she is ready to lay eggs.&lt;br /&gt;
# Pasture or chain at least one male of the species somewhere. It needn't be close to the nest box.&lt;br /&gt;
# When you want the eggs to remain undisturbed, lock the door to the room.&lt;br /&gt;
&lt;br /&gt;
If the eggs are fertile, you should eventually get a message about eggs having hatched. When you do, go to the nest box and unlock the door so the crowded chicks can get out (crowded animals will fight, and if they do, you may lose a chick or two in the melee; luckily they are always much smaller than their mother and unlikely to hurt her.)&lt;br /&gt;
&lt;br /&gt;
It's a good idea to keep a [[cage]] nearby to assign newly hatched chicks to, so they won't get in the way and lower your FPS. When they are grown, they can be re-assigned to pastures for breeding or egg-laying, or butchered.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal nest boxes cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a nest box is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s. Entire fortresses can be fed with [[egg production]]. It is unclear whether this behaviour is a bug or a feature, as the indicated clutch sizes in the raws are meant to match those of real life - and are sometimes ''lower'' in the case of reptiles.&lt;br /&gt;
&lt;br /&gt;
[[Elk bird]]s are both [[grazer]]s and egg layers. Females left undisturbed near a nest box will probably starve themselves to death (certainly, if there are no males available). {{bug|4637}}&lt;br /&gt;
A possible workaround is to assign the bird a pasture close to the nest, but not including it, so that dwarves with Animal haulinhg on would pasture the bird now and then, then she would return. {{verify}} Eggs do not require continuous presence, only return before timeout ({{forum|140544/5826258}}).&lt;br /&gt;
&lt;br /&gt;
[[Aquatic]] creatures (such as [[sea serpent]]s) refuse to use a submerged nest box, which makes [[breeding]] impossible.{{bug|4105}}&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=212442</id>
		<title>v0.34:Nest box</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Nest_box&amp;diff=212442"/>
		<updated>2014-11-24T03:53:48Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:13, 28 April 2011 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
{{Building|name=Nest box|key=N|job=[[Food hauling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Wood&lt;br /&gt;
* Metal&lt;br /&gt;
* Stone&lt;br /&gt;
* Glass&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Woodcrafter]]&lt;br /&gt;
* [[Metalcrafter]]&lt;br /&gt;
* [[Stonecrafter]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Nest box]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Producing [[egg]]s&lt;br /&gt;
* Producing [[Domestic_animal#Comparison_of_domestic_poultry|poultry]] (with male present)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a 1x1 building that, once created and placed, a tame, [[egg]] laying creature will claim and use to lay eggs in.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
A nest box is created using a single piece of [[wood]] or [[stone]] at a [[craftsdwarf's workshop]], a single bag of [[sand]] (and optional crystal/pearlash) at a [[glass furnace]] or [[magma glass furnace]], or a single bar of [[metal]] at a [[metalsmith's forge]] or [[magma forge]]. Unplaced nest boxes are stored in the [[tool]] section of a finished goods [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
* To create one at a Craftdwarf's workshop, {{K|q}}uery the workshop, select {{K|w}}ood products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make wooden Nest Box&amp;quot;, or select {{K|g}} rock products, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make rock Nest Box&amp;quot;.&lt;br /&gt;
* For a glass nest box, {{K|q}}uery the workshop, select {{K|g}}reen/{{K|c}}lear/{{K|k}} crystal glass, then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''type'' glass Nest Box&amp;quot;.&lt;br /&gt;
* For either forge, {{K|q}}uery the forge, select {{K|o}}ther objects, then use {{K|+}}/{{K|-}} to manually highlight the metal and then use {{K|+}}/{{K|-}} to manually highlight &amp;quot;Make ''metal'' Nest Box&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Construction and use ==&lt;br /&gt;
Once created, the nest box is then {{k|b}}uilt using {{K|N}} and will not block movement. The box will then be claimed by an egg laying animal when it is ready to lay eggs. The animal that claims the nest box will periodically lay [[egg]]s into the nest. This process is very quick (&amp;lt;1 day) and the eggs are ready to be collected immediately if they are to be cooked, but require time to hatch if you wish to start a breeding program.&lt;br /&gt;
&lt;br /&gt;
If dwarves have access to the nest, a dwarf with the [[food hauling]] labor enabled will then remove the eggs and take them to a food stockpile and the animal will vacate the nest until it is ready to lay again. If a dwarf does not collect the eggs, the animal will remain on the nest box until the eggs hatch, after which it will also vacate the nest box until it is ready to lay again. In either situation, the nest box remains claimed by the animal. To free the nest for rapid turn around of eggs from a single box, deconstruct the nest after the eggs are collected or hatched and rebuild it - a different animal, ready to lay, will claim the nest box and immediately lay a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
== Fertilized eggs ==&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized unless a male is present. Hatching does not require male to be around, once the eggs are fertilized and laid. If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from collecting them out of the nest box and hauling them to be eaten. To achieve this, eggs can be [[forbidden]], or access to the nest box can be blocked with locked doors, or eggs can be forbidden as a cooking ingredient in the kitchen menu and disabled in all food stockpiles reachable from the nest. There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch. Eggs do not appear to go rotten and can be collected and cooked after two or more seasons without generating [[miasma]].&lt;br /&gt;
&lt;br /&gt;
=== Incubation Chamber ===&lt;br /&gt;
A simple way to make sure that eggs can hatch without having dwarves try to make omelettes out of them is to build incubation chambers for your female birds.&lt;br /&gt;
# Build 1x1 rooms, with lockable doors.&lt;br /&gt;
# Put one nest box in each room.&lt;br /&gt;
# Create a 1x1 pasture [[zone]] on top of the nest box, and assign one female egg-layer to it. She should claim the nest box when she is ready to lay eggs.&lt;br /&gt;
# Pasture or chain at least one male of the species somewhere. It needn't be close to the nest box.&lt;br /&gt;
# When you want the eggs to remain undisturbed, lock the door to the room.&lt;br /&gt;
&lt;br /&gt;
If the eggs are fertile, you should eventually get a message about eggs having hatched. When you do, go to the nest box and unlock the door so the crowded chicks can get out (crowded animals will fight, and if they do, you may lose a chick or two in the melee; luckily they are always much smaller than their mother and unlikely to hurt her.)&lt;br /&gt;
&lt;br /&gt;
It's a good idea to keep a [[cage]] nearby to assign newly hatched chicks to, so they won't get in the way and lower your FPS. When they are grown, they can be re-assigned to pastures for breeding or egg-laying, or butchered.&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal nest boxes cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a nest box is melted down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of [[catsplosion]]s. Entire fortresses can be fed with [[egg production]]. It is unclear whether this behaviour is a bug or a feature, as the indicated clutch sizes in the raws are meant to match those of real life - and are sometimes ''lower'' in the case of reptiles. The root of the problem may be high survival rate of hatchlings in DF unless something kills them all.&lt;br /&gt;
&lt;br /&gt;
[[Elk bird]]s are both [[grazer]]s and egg layers. Females left undisturbed near a nest box will probably starve themselves to death (certainly, if there are no males available).{{bug|4637}}&lt;br /&gt;
&lt;br /&gt;
[[Aquatic]] creatures (such as [[sea serpent]]s) refuse to use a submerged nest box, making them unable to [[breed]].{{bug|4105}}&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Emotion&amp;diff=212330</id>
		<title>DF2014 Talk:Emotion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Emotion&amp;diff=212330"/>
		<updated>2014-11-18T20:35:23Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A complete list of emotions can be found in the [https://github.com/DFHack/df-structures/blob/master/df.unit-thoughts.xml df-structures repo]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:25, 10 November 2014 (UTC)&lt;br /&gt;
:Added a table (generated with [https://github.com/lethosor/dfhack-scripts/blob/master/devel/emotion-table.lua this script]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:56, 10 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug disabling Sorting ==&lt;br /&gt;
&lt;br /&gt;
I think there may be a bug with that code preventing sorting. It seems to work in preview but not on the site itself. Is this intentional?&lt;br /&gt;
[[User:Azeroth2b|Azeroth2b]] ([[User talk:Azeroth2b|talk]]) 14:27, 18 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
You mean the table columns? Works for me (Firefox 33.0) both logged in and logged out.&lt;br /&gt;
&amp;lt;br/&amp;gt;- [[User:TBeholder|TBeholder]] ([[User talk:TBeholder|talk]]) 20:35, 18 November 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=212291</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=212291"/>
		<updated>2014-11-16T15:34:07Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|20:21, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}} &lt;br /&gt;
'''Activity zones''' are areas to which [[dwarf|dwarves]] are constrained when performing specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. Activity zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] or over a [[river]] or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones [[menu]], ({{k|i}})Pressing {{k|e}} in the Zones menu cycles through each method, and pressing {{k|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{k|+}}/{{k|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ([[healthcare|hospital]], pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The maximum size of an activity zone is 31x31.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
:{{k|w}}&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
== Fishing zone ==&lt;br /&gt;
:{{k|f}}&lt;br /&gt;
Dwarves will preferably use these zones when [[fish]]ing, using them up until their supply is exhausted before on to the next water source (and exclusively if designated as such by [[standing orders]]: {{k|o}}-{{k|z}}). As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing off a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, and moreover building a [[Fishing industry#Industry management|fishing inlet]] is an easy and logistically rewarding project, so it is recommended to eventually construct one and designate it as the fortress's fishing area by combining an activity zone and a change in the standing orders settings. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone, and you can defend against swimming building destroyers pathing into your fortress through this route by using [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Plant collection ==&lt;br /&gt;
This will automate plant gathering jobs in this area. This is also necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for other dwarves to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
As of this release, there are no key bindings associated with this option and must be set manually via Keybindings/Pilezone.&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
:{{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either with by using {{k|k}}-{{k|d}} (one item at a time), or {{k|d}}-{{k|b}}-{{k|d}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf made), garbage will be thrown into the open space.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
:{{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually by pressing {{k|N}} from the zone information screen. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:''See also: [[Mass pitting]]''&lt;br /&gt;
:{{k|p}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way. Creatures can be assigned to a pit/pond through the {{k|P}} menu. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. See [[Mass pitting]] for more information on pit design involving hostile creatures. Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area). If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
:{{k|s}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The collect sand task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
:{{k|c}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The collect clay task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
:{{k|m}}&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to [[meeting hall]]s. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to do so so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly). Designating a meeting area is done via the zone menu; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
{{main|Healthcare#Setting_up_a_Hospital}}&lt;br /&gt;
:{{k|h}}&lt;br /&gt;
&lt;br /&gt;
A hospital zone allows [[wound]]ed dwarves to rest and receive care and [[healthcare|treatment]]. Dwarves can be rested and (mostly) treated in any free fortress bed but [[traction bench]]es can only be constructed in hospital zones and designating a zone allows healthcare to reserve healthcare supplies: [[plaster powder]], [[splint]]s, [[crutch]]es, [[thread]], [[cloth]], [[soap]], and [[bucket]]s so long as [[container]]s are available in the zone. The limits of storage in containers can be set in the zones menu by using ({{k|i}}) selecting the hospital zone and then {{k|H}}.&lt;br /&gt;
&lt;br /&gt;
== Animal training ==&lt;br /&gt;
{{main|Animal trainer}}&lt;br /&gt;
:{{k|t}}&lt;br /&gt;
&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=212160</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=212160"/>
		<updated>2014-11-09T20:01:48Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Using magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a magma pool. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it. Baffles can help.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ˜ mark (a double tilde) - essentially it looks like red water.  Note that red ˜ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=111883.0]&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110724.0]&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;lt;}}{{k|&amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are several ways to accomplish this.&lt;br /&gt;
&lt;br /&gt;
The first task is to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is to move the liberated magma-laden minecart(s) to the track stop. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|Impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]] (e.g. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In [http://www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted [http://www.bay12forums.com/smf/index.php?topic=109460.msg3374816#msg3374816 another design] using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart. If you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron ore.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%% ░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░7777777░░░        &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 5&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in a year.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, dodging attack of another critter, [[building destroyer]] activity gone wrong, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]].&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=212159</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=212159"/>
		<updated>2014-11-09T19:57:04Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a magma pool. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it. Baffles can help.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ˜ mark (a double tilde) - essentially it looks like red water.  Note that red ˜ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=111883.0]&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110724.0]&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;lt;}}{{k|&amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are several ways to accomplish this.&lt;br /&gt;
&lt;br /&gt;
The first task is to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is to move the liberated magma-laden minecart(s) to the track stop. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|Impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]] (e.g. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In [http://www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted [http://www.bay12forums.com/smf/index.php?topic=109460.msg3374816#msg3374816 another design] using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart. If you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron ore.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%% ░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░7777777░░░        &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 5&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in a year.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, activity, dodging attack of another critter, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]].&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pressure&amp;diff=212158</id>
		<title>Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pressure&amp;diff=212158"/>
		<updated>2014-11-09T19:48:42Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple - certain forms of '''fluids''' movement exert '''pressure''', causing them to potentially move ''upwards'' into other areas.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Contrary to what many people may believe, pressure is '''not''' a property of a body of liquid. Pressure is simply one of 3 rules by which liquids can be moved - the others are simple ''gravity'' (when the tile beneath contains less than 7/7 of liquid and it simply falls downward) and ''diffusion'' (when the liquid levels of two adjacent tiles are averaged, possibly pushing items around).&lt;br /&gt;
&lt;br /&gt;
The following types of liquid movement follow the rules of pressure:&lt;br /&gt;
* Water falling downward into ''more'' water&lt;br /&gt;
* [[River]]/brook source tiles (whether the map edge or the &amp;quot;delta&amp;quot; where the river itself begins) generating water&lt;br /&gt;
** [[Lake]]s (surface or subterranean), [[ocean]]s, and the [[magma sea]] refilling from the map edge do '''not''' exhibit pressure&lt;br /&gt;
* [[Screw pump]]s moving water '''or''' magma&lt;br /&gt;
&lt;br /&gt;
When a liquid is moved (or created) with pressure, it attempts to locate the nearest tile on the same Z-level as its destination tile (for falling water, this is 1 Z-level ''beneath'' its original location) by moving north, south, east, west, down, or up. As it tries to locate an appropriate destination, the liquid will first only try to move sideways and downward - only when this fails will it attempt to move upward. Pressure will not propagate through diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a fluid will be pushed up the other side of the u-bend. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''[[fun]]''' than anticipated. '''[[Water]]''' and '''[[magma]]''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The key to understanding how high a z-level water will reach is to understand which tile(s) pressure is being ''exerted on''.  Pressure will cause the water level to go ''as high as'' the tile upon which pressure is being exerted, but ''no higher''.&lt;br /&gt;
&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a (flat) river used to fill a u-bend. In this case, the river is free to flow off the edge of the map, so the only pressure comes from the water tile on the top of the u-bend's left side (highlighted in green) falling downward (into the tile highlighted in red), so the water on the right side stops one level below the river itself, because even though the ''source'' tile is at river level, the ''destination'' tile (in red), whose height the water will reach because of pressure, is one z-level ''below'' the source tile.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed, preventing the river from flowing off the edge of the map. In this case, the pressure exerted by the river source (highlighted in red) allows the water to fill up the remaining level of the u-bend. Use caution when placing a dam on your river.  Note that this situation '''also applies on a map where the river is running into the sea'''.  Rivers running into the sea are obviously not free to flow off the edge of the map, so the sea itself actually &amp;quot;dams&amp;quot; them.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''[[screw pump]]''' exerts pressure - in this case, the water fills up to the same level as the pump's output tile (highlighted in red).&lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with [[magma]] as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Diagram A !! Diagram B !! Diagram C&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Undammed River || Dammed River || Screw Pump&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F][#080]≈▓   ▓&lt;br /&gt;
▓▓▓▓▓[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓▓▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓▓▓▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
    ▓▓▓▓▓▓▓}}&lt;br /&gt;
| {{diagram|spaces=yes|\&lt;br /&gt;
▓    ÷÷[#00F][#800]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓[#00F]≈[#00F]≈[#00F]≈[#00F][#080]≈▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
▓▓▓▓▓▓▓[#00F]≈▓[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
      ▓[#00F]≈[#00F]≈[#00F]≈[#00F]≈[#00F]≈▓&lt;br /&gt;
      ▓▓▓▓▓▓▓}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''[[Magma]]''' does not exert pressure when it falls downward. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe - it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
In the second diagram (Diagram B) we see how with the addition of a single [[screw pump]], the entire situation changes dramatically - when the screw pump moves magma to the right side, it does so using the rules of pressure and allows the area to fill up to the level of the pump. Accidentally flooding your fortress with [[magma]] is considerably more [[fun]] than a flood of [[water]].&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''&lt;br /&gt;
   Magma Pipe      Screw Pump&lt;br /&gt;
   Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒             %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = [[Screw pump]]&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒   ▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
==Advanced Pressure==&lt;br /&gt;
=== Lazy model ===&lt;br /&gt;
Pressure is a lazy model, but will ''always'' behave like above. For example, a system on z0 receives water from a cistern z3 in amounts of ~3/tick. This system consists of a tree of passages, one tile wide, and contains 'underpasses' on z-1. Water will flow into the system to a depth of 7 before coming up on the other side of a the first underpass, as is expected. However, if faced with ''two'' underpasses, it will choose the nearest one and fill all the system on the other side of that underpass to a depth of 7 before filling the system on the other side of the far underpass. Similarly, if faced with multiple exits from the system, the whole flow will flow out of ''one'' exit, the nearest lowest one.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that, since the water is falling '''on top of''' the river's surface, the pressure exerted when it falls down into the river will permit it to pass through U-bends that would normally not be filled when using a flat undammed river - if you tap into a river below a waterfall just as you would above it, you could very easily flood your fortress.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are three methods for neutralizing fluid pressure: diagonal connections, screw pumps, and active control systems. Knowing how to manipulate pressure as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. Note that [[fortification]]s do ''not'' neutralize pressure.&lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Liquids moving via pressure can only move to [[orthogonal]]ly adjacent tiles. When faced with a diagonal gap, pressure will fail to move the liquid, forcing the liquid to instead spread out. By forcing fluids through a diagonal connection you can prevent pressure from propagating past a certain point. &lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels straight up and down to different Z-levels, never diagonally.&lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''[[flow]]''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;gt; &amp;gt; &amp;gt;        ▒   &amp;gt;  &amp;gt;  &amp;gt;&lt;br /&gt;
 4Z Pressure  ▒  1Z Pressure&lt;br /&gt;
  &amp;gt; &amp;gt; &amp;gt;      ▒     &amp;gt;  &amp;gt;  &amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
 '''Side View''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒≈≈≈▒&lt;br /&gt;
 ▒≈≈≈▒&lt;br /&gt;
 ▒≈≈≈▒▒▒▒▒▒▒▒▒▒▒▒▒▒ ▒&lt;br /&gt;
 ▒≈≈≈≈≈≈≈≈RRR≈≈≈≈≈≈≈▒     RRR = Regulator design as seen in top view&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Since water pressure does not propagate through pumps, it is possible to fill a pool from a &amp;quot;pressurized&amp;quot; source using a screw pump without it overflowing. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be [[power]]ed instead of [[pump operator|run by a dwarf]], as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water       Key&lt;br /&gt;
       ↓    ↓↓↓↓↓       ▒ = Normal wall&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒'''≈≈≈≈≈'''&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒'''≈≈≈≈'''&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒'''≈≈'''&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''≈'''&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 ▒&amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;%%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''≈≈≈≈≈≈≈≈'''&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;%%&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 ▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒'''≈'''▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒       _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the screw pump '''will''' still exert pressure when filling the pool, but said pressure will be independent of the source and can be subsequently blocked by diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
===Active control system===&lt;br /&gt;
An active control system can allow some water flow while preventing pressurized water from overflowing. Such a setup is significantly more complicated than the other two options, but it can produce controlled amounts of water at varying depths and pressures. While there are many different ways to set up a control system, a relatively simple example is shown below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Side view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒≈≈≈≈≈▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
 8Z Pressure ≈ |≈≈≈≈≈| ≈  2Z Pressure&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two doors ('|') are connected to a control system (such as [[lever]]s or a [[minecart]] loop). The control system is designed to only open one of the doors at a time. When the left door is open, the pressurized water fills a reservoir. When the right door is opened, the reservoir provides reduced pressure and limited flow. The cycling can be controlled manually (by pulling levers), or automated (minecarts, pressure plates, etc.). Throughput is limited by how quickly the doors can be cycled; [[pressure plate]]s normally have a 99 tick refractory period, but clever design can reduce that significantly.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
[[Hatch cover|Hatches]] can be placed over [[channel]]s, [[stair]]s, [[ramp]]s, etc. to prevent [[water]] from moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too). Note that the construction of a hatch over the input tile of a [[Screw pump]] prevents water from being pumped.&lt;br /&gt;
&lt;br /&gt;
==Plumbing Schemes==&lt;br /&gt;
Using the information above, you can devise a number of ways to get the water where you want it be. The following schemes provide a starting point for noobs:&lt;br /&gt;
&lt;br /&gt;
===Safe well===&lt;br /&gt;
&lt;br /&gt;
'''Side view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
   &lt;br /&gt;
 ▒▒▒▒▒▒▒▒X▒≈≈≈ &amp;lt;-- potable water source&lt;br /&gt;
 ▒▒▒▒▒▒▒▒X▒&lt;br /&gt;
   w  ▒▒OO▒&lt;br /&gt;
 ▒▒ ▒▒▒▒X▒▒&lt;br /&gt;
 ▒   ▒▒▒X▒▒&lt;br /&gt;
 ▒▒_▒▒▒▒X▒▒&lt;br /&gt;
 ▒▒     X▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''Pressure regulator, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒&lt;br /&gt;
 ▒▒u▒ &amp;lt;--up stair (to water source)&lt;br /&gt;
 ▒d▒▒ &amp;lt;--down stair (to reservoir)&lt;br /&gt;
 ▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Dig the up/down stairs ('X') near a source of good clean water (river, stream), and tunnel to the location below where you want your well. Make sure to add the pressure regulator ('OO') at the height of the well by digging another stairway diagonally adjacent to the first. Dig out the reservoir on the left side, channel down into the supply tunnel, and add a [[grate]] ('_') directly below the well (this grate keeps enemies from entering your fort via the well). Finally, channel a connection between the water source and your supply tunnel to fill the reservoir, and build your well ('w'). You can also build additional wells directly above the first, as long as you channel a clear path straight down into the reservoir.&lt;br /&gt;
&lt;br /&gt;
===Pillar of pools===&lt;br /&gt;
&lt;br /&gt;
Can be used to provide each level with a pool. A central 'pillar' of water extends all the way down and provides the water.&lt;br /&gt;
&lt;br /&gt;
* ▒ = wall&lt;br /&gt;
* H = channeled out&lt;br /&gt;
* ≈ = water&lt;br /&gt;
* | = flood gate&lt;br /&gt;
* d = down staircase&lt;br /&gt;
* x = up/down staircase&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Top floor, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
  H▒d|≈≈≈ &amp;lt;-- water tunnel (e.g. coming from a river or your cistern)&lt;br /&gt;
  H▒▒▒▒▒&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''Top -1, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈▒x▒H&lt;br /&gt;
 ▒≈≈▒▒H&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''Top -2, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
  H▒x▒≈▒&lt;br /&gt;
  H▒▒≈≈▒&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Obviously, keep the central block (with up/down staircase) aligned on each level. For lower levels simply continue alternating the -1 and -2 layouts.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add a lever and hook it up to the top floodgate so you can shut off the main flow if you're experiencing &amp;lt;s&amp;gt;flooding&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
You can also add additional floodgates on each level if you like:&lt;br /&gt;
&lt;br /&gt;
'''z-1, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
 ▒≈▒x▒H&lt;br /&gt;
 ▒≈|▒▒H&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
'''z-2, Top view''' &amp;lt;br /&amp;gt;&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
  H▒x▒≈▒&lt;br /&gt;
  H▒▒|≈▒&lt;br /&gt;
 ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=32453.0 Hydrodynamics Education] forum thread&lt;br /&gt;
* [[flow]]&lt;br /&gt;
* [[river]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212051</id>
		<title>Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212051"/>
		<updated>2014-11-05T16:54:44Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:04, 25 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering (Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
===Splitted One-way===&lt;br /&gt;
It's not possible to create areas path-able in one way only (though it was [[40d:One-way|in 0.28]], by exploiting a bug). However, it's possible to create a strong preference for pathing differently in different directions. A* algorithm in itself is asymmetrical, which suggests that bias in its priorities at least sometimes can be exploited to split traffic by direction. Consider this floor diagram:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
░RR++++++++HH░  ░ →→→→→→→→→→ ░&lt;br /&gt;
++░░░░░░░░░░++  ↔┤░░░░░░░░░░├↔&lt;br /&gt;
░HH++++++++RR░  ░ ←←←←←←←←←← ░ &lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : wall&lt;br /&gt;
+ : floor - normal traffic&lt;br /&gt;
H : floor - High traffic&lt;br /&gt;
R : floor - Restricted traffic&lt;br /&gt;
}}&lt;br /&gt;
If this fragment is set up between a closed cave and outside, dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from the dwarf's original location and destination. Since A* is &amp;quot;best-first&amp;quot;, i.e. strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (This seems more efficient if creatures more often need to path from open space ''into'' a dead-end or maze than vice versa, or the destination is cut off from open space more often than the creature)&lt;br /&gt;
This isn't foolproof (e.g. pets ignore traffic designations and dorfs don't path ''through'' it from end to end when picking up something ''within'' it), or even too useful in itself (you need alternate paths to be very close - enough that the immediate traffic cost matters much more than difference in distance), but it does allow to e.g. make assumptions as to whether a dwarf arrives or leaves for [[pressure plate]] automation purpose, without forcing path retries (and attendant CPU load) inherent in &amp;quot;suddenly closed door&amp;quot;/&amp;quot;suddenly opened hatch&amp;quot; technique (even if you need a strict one-way, these methods can be combined, to make path retry an exception rather than rule).&lt;br /&gt;
The longer the space between entrance and exit (left and right in the diagram) of the two one-way-floors, the more likely dwarves will stick to the desired side even obstacles like animals and dwarves are in their way. Of course, there will be fewer actual collisions than predicted if everyone moves in the same direction.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Using Restricted traffic on floors dwarves have to pass - like the entrance of a fortress - leads to high pathing costs because of searching for alternative routes!&lt;br /&gt;
This factor can be reduced by keeping unavoidable Restricted areas minimal, perhaps to one step long like on the diagram; the trade-off is greater sensitivity to inequal distances and expected collisions.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212050</id>
		<title>Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212050"/>
		<updated>2014-11-05T16:52:32Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:04, 25 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering (Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
===Splitted One-way===&lt;br /&gt;
It's not possible to create areas path-able in one way only (though it was [http://dwarffortresswiki.org/index.php/40d:One-way|in 0.28], by exploiting a bug). However, it's possible to create a strong preference for pathing differently in different directions. A* algorithm in itself is asymmetrical, which suggests that bias in its priorities at least sometimes can be exploited to split traffic by direction. Consider this floor diagram:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
░RR++++++++HH░  ░ →→→→→→→→→→ ░&lt;br /&gt;
++░░░░░░░░░░++  ↔┤░░░░░░░░░░├↔&lt;br /&gt;
░HH++++++++RR░  ░ ←←←←←←←←←← ░ &lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : wall&lt;br /&gt;
+ : floor - normal traffic&lt;br /&gt;
H : floor - High traffic&lt;br /&gt;
R : floor - Restricted traffic&lt;br /&gt;
}}&lt;br /&gt;
If this fragment is set up between a closed cave and outside, dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from the dwarf's original location and destination. Since A* is &amp;quot;best-first&amp;quot;, i.e. strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (This seems more efficient if creatures more often need to path from open space ''into'' a dead-end or maze than vice versa, or the destination is cut off from open space more often than the creature)&lt;br /&gt;
This isn't foolproof (e.g. pets ignore traffic designations and dorfs don't path ''through'' it from end to end when picking up something ''within'' it), or even too useful in itself (you need alternate paths to be very close - enough that the immediate traffic cost matters much more than difference in distance), but it does allow to e.g. make assumptions as to whether a dwarf arrives or leaves for [[pressure plate]] automation purpose, without forcing path retries (and attendant CPU load) inherent in &amp;quot;suddenly closed door&amp;quot;/&amp;quot;suddenly opened hatch&amp;quot; technique (even if you need a strict one-way, these methods can be combined, to make path retry an exception rather than rule).&lt;br /&gt;
The longer the space between entrance and exit (left and right in the diagram) of the two one-way-floors, the more likely dwarves will stick to the desired side even obstacles like animals and dwarves are in their way. Of course, there will be fewer actual collisions than predicted if everyone moves in the same direction.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Using Restricted traffic on floors dwarves have to pass - like the entrance of a fortress - leads to high pathing costs because of searching for alternative routes!&lt;br /&gt;
This factor can be reduced by keeping unavoidable Restricted areas minimal, perhaps to one step long like on the diagram; the trade-off is greater sensitivity to inequal distances and expected collisions.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=212032</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=212032"/>
		<updated>2014-11-04T08:29:52Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Using magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a magma pool. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. When magma is mixed with water it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it. Baffles can help.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ˜ mark (a double tilde) - essentially it looks like red water.  Note that red ˜ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=111883.0]&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110724.0]&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;lt;}}{{k|&amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[dig]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: [[pump|pump stack]]s, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are several ways to accomplish this.&lt;br /&gt;
&lt;br /&gt;
The first task is to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is to move the liberated magma-laden minecart(s) to the track stop. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|Impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]] (e.g. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In [http://www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted [http://www.bay12forums.com/smf/index.php?topic=109460.msg3374816#msg3374816 another design] using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart. If you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron ore.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%% ░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░7777777░░░        &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 5&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in a year.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in.&lt;br /&gt;
This seems to usually prevent magma critters from pathing in, but there was a bug report {{bugl|1189}} about [[magma man]] who somehow made its way through without [[building destroyer|destroying]] the furnace in question - it's not clear whether this was normal movement, activity, dodging attack of another critter, pathfinding bug, etc. Either way, if you feed magma from a wild area to furnaces via channel, locking it with a [[floodgate]] or raised [[bridge]] is a good idea.&lt;br /&gt;
Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]].&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212030</id>
		<title>Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212030"/>
		<updated>2014-11-04T05:55:18Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:04, 25 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering (Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
It's not possible to create areas path-able in one way only (though it was [[http://dwarffortresswiki.org/index.php/40d:One-way|in 0.28]], by exploiting a bug). However, it's possible to create a strong preference for pathing differently in different directions. A* algorithm in itself is asymmetrical, which suggests that bias in its priorities at least sometimes can be exploited to split traffic by direction. Consider this floor diagram:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
░RR++++++++HH░  ░ →→→→→→→→→→ ░&lt;br /&gt;
++░░░░░░░░░░++  ↔┤░░░░░░░░░░├↔&lt;br /&gt;
░HH++++++++RR░  ░ ←←←←←←←←←← ░ &lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : wall&lt;br /&gt;
+ : floor - normal traffic&lt;br /&gt;
H : floor - High traffic&lt;br /&gt;
R : floor - Restricted traffic&lt;br /&gt;
}}&lt;br /&gt;
If this fragment is set up between a closed cave and outside, dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from the dwarf's original location and destination. Since A* is &amp;quot;best-first&amp;quot;, i.e. strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (This seems more efficient if creatures more often need to path from open space ''into'' a dead-end or maze than vice versa, or the destination is cut off from open space more often than the creature)&lt;br /&gt;
This isn't foolproof (e.g. pets ignore traffic designations and dorfs don't path ''through'' it from end to end when picking up something ''within'' it), or even too useful in itself (you need alternate paths to be very close enough that the immediate traffic cost matters), but it does allow to e.g. make assumptions as to whether a dwarf arrives or leaves for [[pressure plate]] automation purpose, without forcing path retries (and attendant CPU load) inherent in &amp;quot;suddenly closed door&amp;quot;/&amp;quot;suddenly opened hatch&amp;quot; technique.&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212021</id>
		<title>Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212021"/>
		<updated>2014-11-03T14:19:21Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:04, 25 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering (Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
A* algorithm in itself is asymmetrical, which suggests that it's possible to split traffic by direction by exploiting bias in its priorities, at least sometimes. Consider this floor diagram:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░RR++++++HH░&lt;br /&gt;
++░░░░░░░░++&lt;br /&gt;
░HH++++++RR░&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : wall&lt;br /&gt;
+ : floor (normal traffic)&lt;br /&gt;
H : floor (High traffic)&lt;br /&gt;
R : floor (Restricted traffic)&lt;br /&gt;
}}&lt;br /&gt;
Set up this fragment between a closed cave and outside, and dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from their original location and destination. Since A* strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (Maybe because in DF creatures more often try to path ''into'' a dead-end or maze than ''out of'' one, or the destination is cut off from open space more often than the creature?)&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212020</id>
		<title>Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Path&amp;diff=212020"/>
		<updated>2014-11-03T14:15:23Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|20:04, 25 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Pathing''' is a video game concept that refers to the path that the AI selected to route from point A to point B. It has important implications for [[workshop design|fortress design]] and [[security design]].&lt;br /&gt;
&lt;br /&gt;
== Implications ==&lt;br /&gt;
Dwarf Fortress uses a modified [http://en.wikipedia.org/wiki/A*_search_algorithm A* search algorithm] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates a decent path between points. The A* method takes point A and tries to quickly calculate a decent path to reach point B. This path is not always the quickest path. In fact, in a game with as complicated and ever changing environments as Dwarf Fortress, pathing probably rarely chooses the quickest path. The purpose and utility of the algorithm is to find a useful path without using a lot of processing space, balancing speed and computability.&lt;br /&gt;
&lt;br /&gt;
Pathing to raw materials uses the so-called [http://en.wikipedia.org/wiki/Manhattan_metric Manhattan metric]: meaning, the material is checked by distance from the dwarf's current position, rather than by an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
In the following examples, A is a creature and B is its goal.&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using; in previous versions, this was the only way to ensure [[magma-safe]] materials would be used for application with [[magma]], and the only way to ensure certain jobs would be done in a certain way. Now, this process is better handled by linked stockpiles instead. Nonetheless, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's shop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should inform the way you design your fortress. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean top path because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic | traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the dwarf and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the dwarf until we reach B.&lt;br /&gt;
# Now take the tiles with the lowest values that connect to that location, and you have a path.&lt;br /&gt;
#Now A will follow this path to get to B.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering (Animals, wandering invaders) may use a combination of the above method with some random movement.&lt;br /&gt;
&lt;br /&gt;
For jobs that require chasing a moving thing, this is procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
A* algorithm in itself is asymmetrical, which suggests that it's possible to split traffic by direction by exploiting bias of its priorities, at least sometimes. Consider this floor diagram:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░RR++++++HH░&lt;br /&gt;
++░░░░░░░░++&lt;br /&gt;
░HH++++++RR░&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : wall&lt;br /&gt;
+ : floor (normal traffic)&lt;br /&gt;
H : floor (High traffic)&lt;br /&gt;
R : floor (Restricted traffic)&lt;br /&gt;
}}&lt;br /&gt;
Set up this fragment between a closed cave and outside, and dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from their original location and destination. Since A* strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. &amp;lt;ref&amp;gt;Maybe because in DF creatures more often try to path into a dead-end or maze than out of one?&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Traffic&amp;diff=212019</id>
		<title>Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Traffic&amp;diff=212019"/>
		<updated>2014-11-03T08:09:02Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible; using these designations, you can force them to take a different route. This way you can set up main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and then only when they can.  If a [[job]] requires that they go into a restricted zone, they will.  Other [[creature]]s will not recognize your traffic designations, and even [[domestic animal]]s or [[caravan]]s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
Traffic designations can't solve all traffic problems. However, some issues can be prevented by good [[Design strategies|fortress design]]. For example, you might make hallways that are likely to be busy two or more tiles wide, and place [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead [[Tree|sapling]]s or [[shrub]]s and quickly exposing bare [[soil]]. This may be desirable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth. &lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. Costs per tile for the pathfinding AI set for traffic levels are: High costs 1 point, Normal (default, undesignated) costs 2, Low costs 5, and Restricted costs 25. You can change the default PATH_COST values in [[d_init.txt]], or per-fortress values with {{K|d}}{{K|o}}.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop or a band around it as Restricted.&lt;br /&gt;
* Setting restricted traffic areas over undisturbed [[cloth|webs]] or saplings is a good way to prevent dwarves from destroying them. &lt;br /&gt;
* If an area occasionally gets [[flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along [[road|roads]] outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a [[ballista]]'s firing arrow originates.  This will prevent tragic [[siege]] training accidents.  Note that [[Pet|pets]] can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a [[dwarf]] from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall|walls]], or if you still need access now and then, a locked [[door]].&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  The best option to restrict a dwarf to a certain area is to make use of [[burrow|burrows]]. &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building.  When the job is finished, the suspended wall may be canceled. Note that this method doesn't work when you need something done via {{k|d}}esignations menu (channel, remove construction, etc.), in this case you can build a statue on a tile you don't want your dwarves to stand at.&lt;br /&gt;
&lt;br /&gt;
== Using Traffic Areas to Improve Framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a small number of exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
:* [[Path]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=211939</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=211939"/>
		<updated>2014-10-31T01:30:59Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a magma pool. Magma that emerges aboveground is called '''Lava'''; however the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. When magma is mixed with water it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it. Baffles can help.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing Magma Up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ˜ mark (a double tilde) - essentially it looks like red water.  Note that red ˜ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough.  There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=111883.0]&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110724.0]&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;lt;}}{{k|&amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[dig]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: [[pump|pump stack]]s, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are several ways to accomplish this.&lt;br /&gt;
&lt;br /&gt;
The first task is to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is to move the liberated magma-laden minecart(s) to the track stop. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|Impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]] (e.g. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In [http://www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted [http://www.bay12forums.com/smf/index.php?topic=109460.msg3374816#msg3374816 another design] using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart. If you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron ore.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%% ░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░7777777░░░        &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 5&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in a year.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
Placing one of the workshop's [[impassable tile]]s above the magma conveniently prevents clumsy dwarves from falling in. This seems to also prevent magma critters from pathing in (whether it completely stops them needs further research), but there was a report of [[building destroyer]]s forcing their way through, so if you feed magma via channel to a wild area, you may want to lock it with a [[floodgate]] or better a raised [[bridge]]. Magma used for power is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]].&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=211933</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=211933"/>
		<updated>2014-10-30T08:39:41Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] (moods only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
}}&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions0 causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps a single-tile hole. Minecarts moving at reasonable speed will jump the gap, while creatures will not. Other options include adding vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full &amp;quot;highest&amp;quot; (50000) speed roller to full &amp;quot;highest&amp;quot; speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
tracks: full:&lt;br /&gt;
  ║       ║&lt;br /&gt;
 ═╗═     ═╢═&lt;br /&gt;
  ║       ║ &lt;br /&gt;
&lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and N exit S. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. A ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒     ▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
═▲▲▲▲▲▲▲▲▲▲═   ═╚╚╚╚╚╚╚╚╚╚═ &lt;br /&gt;
▒   : Wall&lt;br /&gt;
  ═ : Normal track &lt;br /&gt;
▲/╚ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A ════┤≡════ B&lt;br /&gt;
┤ : roller pushing to East&lt;br /&gt;
≡ : door&lt;br /&gt;
}}&lt;br /&gt;
The roller pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B             B&lt;br /&gt;
      ║     -&amp;gt;      ║&lt;br /&gt;
      ║             ║&lt;br /&gt;
  ════╚═══      ════├════&lt;br /&gt;
 A        C    A         C&lt;br /&gt;
├ : roller pushing to West.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    B ╥&lt;br /&gt;
      ║&lt;br /&gt;
      ║&lt;br /&gt;
 ╞════╝ ════╡&lt;br /&gt;
 A     D    C&lt;br /&gt;
}}&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
}}&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗ -&amp;gt; derailing&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 in ══╗O&lt;br /&gt;
      ║&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O : wall/column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 with a speed of at most 50000. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. In addition, minecarts will not fill if they are moving too quickly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to &amp;quot;submerge&amp;quot; it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip does it).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots.  This can be avoided by using [[bridge]]s, which also function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not.&lt;br /&gt;
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.&lt;br /&gt;
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 A &amp;lt;-&amp;gt; B    A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B          B                     B &lt;br /&gt;
    ║          ║                     ║ &lt;br /&gt;
 A══╝       A══╩══C               A══╬╗&lt;br /&gt;
            You can only go A-&amp;gt;B     ╚╝&lt;br /&gt;
  Works     when the cart          Works     &lt;br /&gt;
            is in Guide mode.       &lt;br /&gt;
}}&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
The cart falling (from a hatch, thus with no horizontal speed) onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. By going down a large number of ramps, a maximum speed of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will give a cart the roller's set speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s.&lt;br /&gt;
Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.&lt;br /&gt;
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
A pressure plate can be used as automatic and more precise custom &amp;quot;launch when full enough&amp;quot; system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}&lt;br /&gt;
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The &amp;quot;How Does Minecart&amp;quot; Thread] by '''Girlinhat''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=211910</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=211910"/>
		<updated>2014-10-29T10:36:33Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] (moods only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps (or between ramps &amp;quot;pointing&amp;quot; in different directions0 causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be &amp;quot;skipped&amp;quot;. This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. [http://www.bay12forums.com/smf/index.php?topic=144328.msg5705102#msg5705102]&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps a single-tile hole. Minecarts moving at reasonable speed will jump the gap, while creatures will not. Other options include adding vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed: rollers' acceleration is enough to push a cart from the &amp;quot;highest&amp;quot; speed roller back on &amp;quot;highest&amp;quot; speed, but ramps can send a cart fast enough to move against a roller [http://www.bay12forums.com/smf/index.php?topic=144328.msg5702453#msg5702453].&lt;br /&gt;
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a turn and pushes ''from'' the direction of that turn's track, the turn will affect carts after the roller, so they will be forced into the turn rather than derailed in a diagonal direction [http://www.bay12forums.com/smf/index.php?topic=144328.msg5702453#msg5702453].&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║&lt;br /&gt;
═╗═   ═╢═&lt;br /&gt;
 ║     ║ &lt;br /&gt;
&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╢ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and N exit S. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. A ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again.&lt;br /&gt;
&lt;br /&gt;
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 with a speed of at most 50000. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. In addition, minecarts will not fill if they are moving too quickly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above (if you planned to bring in power for rollers, may as well power a pump) and exploits with of ramps (not necessarily impulse ramps, &amp;quot;same height&amp;quot; passing dip apparently is possible).&lt;br /&gt;
The liquids can be dumped by a constructed track stop.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots.  This can be avoided by using [[bridge]]s, which also function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
The cart falling (from a hatch, thus with no horizontal speed) onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. [http://www.bay12forums.com/smf/index.php?topic=144328.msg5701211#msg5701211]&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. By going down a large number of ramps, a maximum speed of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will give a cart the roller's set speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* &lt;br /&gt;
* &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.]&amp;quot; by Larix.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=211908</id>
		<title>Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart&amp;diff=211908"/>
		<updated>2014-10-29T06:01:48Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], introduced in version 0.34.08. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track{{cite forum|109460/3289070}}. However, minecarts moving fast enough or being ridden cannot be stolen.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.&lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuth]] (moods only) || 391 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Brass]] || 342 || 8 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Electrum]] || 596 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Fine pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 48 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Lay pewter]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Nickel silver]] || 346 || 4 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Tin]] || 291 || 9 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trifle pewter]] || 291 || 9 || 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
Moving to and from ramps causes non-trivial adjustments to speed and even moving along the tiles at a fixed velocity not dependent on the entry/exit speed values, just because transitions are processed differently and cannot be &amp;quot;skipped&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=144328.msg5705102#msg5705102].&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracks}}&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without &amp;lt;strike&amp;gt;danger&amp;lt;/strike&amp;gt; [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
The only &amp;lt;s&amp;gt;fool&amp;lt;/s&amp;gt;''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps a single-tile hole. Minecarts moving at reasonable speed will jump the gap, while creatures will not. Other options include adding vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Main|Roller}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
Rollers have great acceleration and capped speed, in that they won't impart velocity above the set value, and a cart merely pushed by one highest-speed roller will be turned back at the highest speed by another, but ''lots'' of ramps can accelerate a cart enough that it could move against a roller. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A very heavy cart may exit at a speed below the set value [http://www.bay12forums.com/smf/index.php?topic=144328.msg5702453#msg5702453]. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a turn and pushes ''from'' the direction of that turn's track, the turn will affect carts after the roller, so they will be forced into the turn rather than derailed in a diagonal direction [http://www.bay12forums.com/smf/index.php?topic=144328.msg5702453#msg5702453].&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║&lt;br /&gt;
═╗═   ═╢═&lt;br /&gt;
 ║     ║ &lt;br /&gt;
&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╟ : roller pushing from W to E&lt;br /&gt;
}}&lt;br /&gt;
If the roller is powered, carts from ''all'' directions (unless very fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.&lt;br /&gt;
If not powered, carts from W and N exit S, carts from E and N exit S. Carts above derail speed will ignore the turn, of course.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ║     ║ &lt;br /&gt;
═╗═   ═╟═&lt;br /&gt;
 ║     ║&lt;br /&gt;
&lt;br /&gt;
╟ : Roller pushing from E to W&lt;br /&gt;
}}&lt;br /&gt;
Carts from the E or W: exit W.&lt;br /&gt;
Carts from N: derailed diagonally, exit SW.&lt;br /&gt;
Carts from S: derailed diagonally, exit NW.&lt;br /&gt;
&lt;br /&gt;
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A-&amp;gt;B off while toggling A&amp;lt;-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. A ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast - more than one tile every step. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; connections are treated as flat track, even if they actually go up or down z-levels. This allows building &amp;quot;anti-impulse&amp;quot; slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A powered track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical.  Non-powered solutions may use controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 t/st:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
&lt;br /&gt;
      ░░░░     ░░░░░        ░░░░░&lt;br /&gt;
 in  ═╔═╗░     ░╔S╗░        ░╔S╗░&lt;br /&gt;
 out ═╬═╝░ out ═╗═╝░    out ═╗═╝░&lt;br /&gt;
     ░╚S╝░     ░╚═╝═ in     ░╚S╝░&lt;br /&gt;
     ░░░░░     ░░░░          ║░░░&lt;br /&gt;
                              in&lt;br /&gt;
░ : wall&lt;br /&gt;
S : Track Stop (High Friction or lower)&lt;br /&gt;
}}&lt;br /&gt;
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 with a speed of at most 50000. The liquids can be dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. In addition, minecarts will not fill if they are moving too quickly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf-managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance{{cite forum|109460/3377228}}. Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}&lt;br /&gt;
&lt;br /&gt;
Tracks block wagon access to trade depots.  This can be avoided by using [[bridge]]s, which also function as tracks but do not block wagons.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
The cart falling (from a hatch, thus with no horizontal speed) onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. [http://www.bay12forums.com/smf/index.php?topic=144328.msg5701211#msg5701211]&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. By going down a large number of ramps, a maximum speed of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will give a cart the roller's set speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Roller&lt;br /&gt;
| ±100000 (but capped by the set speed)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-standard uses ==&lt;br /&gt;
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]] and [[garbage disposal]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin. Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. &lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* &lt;br /&gt;
* &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.]&amp;quot; by Larix.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.&lt;br /&gt;
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.&lt;br /&gt;
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}&lt;br /&gt;
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}&lt;br /&gt;
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Power&amp;diff=211888</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Power&amp;diff=211888"/>
		<updated>2014-10-28T15:52:06Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as pumping [[water]] using a [[screw pump]], or [[milling]] certain types of [[food]] at a [[millstone]], or moving [[minecart]]s. Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
Each [[machine component]] connected to the system consumes some power, whether it produces any, performs some useful work, transfers power to another component, or is just a dead end.&lt;br /&gt;
&lt;br /&gt;
* [[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
* [[Gear assembly]]: (5)&lt;br /&gt;
* [[Millstone]]: (10)&lt;br /&gt;
* [[screw pump]]: (10)&lt;br /&gt;
* [[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
* [[Water wheel]]: (10); produces 100 if active&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but have only the horizontal variant. Rollers consume 2x more power per tile than axles and need more materials. But they aren't used to connect along their direction anyway, and axles don't transfer perpendicularly on their own. When compared to axles ''combined with gear assemblies'', rollers are good - advantage of an axle is offset by gears on its ends eating (10) power.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Gear assembly'''&lt;br /&gt;
|&lt;br /&gt;
|'''Roller (1x1)'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1|| || || ||2|| || || ||3&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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||&lt;br /&gt;
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|-&lt;br /&gt;
|1|| || || ||2|| || || ||3&lt;br /&gt;
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|·&lt;br /&gt;
|{{RT|─|2:0:1}}&lt;br /&gt;
|{{RT|╟|6:0:1}}&lt;br /&gt;
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|·&lt;br /&gt;
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|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Axles+Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
Axles vs. Rollers (a single U- or Z- connection):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Of course, a non-switching power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) needs extra gears in the middle, thus rollers are far more efficient, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels):&lt;br /&gt;
{|&lt;br /&gt;
|'''Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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Axles vs. Rollers (water powerplant side bus):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Water wheel&amp;lt;br/&amp;gt; (groups)&lt;br /&gt;
! Length&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 19&lt;br /&gt;
| 3 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 4 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Often it's a good idea to block passage of [[Flood|liquids]] and creatures (whether to keep wildlife from getting inside or children from reaching dangerous areas) along the power transfer elements. Since [[machine component]]s are buildings, simply sticking an axle through a tile occupied by a grate or fortification is not possible. One can make an axle-train first going down the moat, across, then up (through a ring of floor over a 3x3 well to stop climbers) - though this still won't block fliers who can swim through the moat. Or perhaps a screw pump will make a floor-type security wall for a downward axle.  The &amp;quot;wall&amp;quot; tile of a pump is also good for protected horizontal power transfer. This is used e.g. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=144966.0 Invincible Windmill Farm]&amp;quot; by Tercicatrix. Vulnerability of the pump &amp;quot;wall&amp;quot; to building destroyers needs testing, however{{verify}}. There's also an exploit: power transfer through the floor from a windmill down to a machine component built after it. Other than that, the most foolproof method is water flow through floor bars/grates.&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Power&amp;diff=211887</id>
		<title>Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Power&amp;diff=211887"/>
		<updated>2014-10-28T15:44:28Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]], or [[mill]]ing certain types of [[food]] at a [[millstone]], or moving [[minecart]]s.  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
Each [[machine component]] connected to the system consumes some power, whether it produces any, performs some useful work, transfers power to another component, or is just a dead end.&lt;br /&gt;
&lt;br /&gt;
* [[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
* [[Gear assembly]]: (5)&lt;br /&gt;
* [[Millstone]]: (10)&lt;br /&gt;
* [[screw pump]]: (10)&lt;br /&gt;
* [[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
* [[Water wheel]]: (10); produces 100 if active&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but have only the horizontal variant. Rollers consume 2x more power per tile than axles and need more materials. But they aren't used to connect along their direction anyway, and axles don't transfer perpendicularly on their own. When compared to axles ''combined with gear assemblies'', rollers are good - advantage of an axle is offset by gears on its ends eating (10) power.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Gear assembly'''&lt;br /&gt;
|&lt;br /&gt;
|'''Roller (1x1)'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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{|&lt;br /&gt;
|'''Axles+Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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|{{RT|%|2:0:1}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT|%|2:0:1}}&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
Axles vs. Rollers (a single U- or Z- connection):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Of course, a non-switching power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) needs extra gears in the middle, thus rollers are far more efficient, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels):&lt;br /&gt;
{|&lt;br /&gt;
|'''Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|☼|7:0:1}}&lt;br /&gt;
|{{RT|─|7:0:0}}&lt;br /&gt;
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|{{RT|☼|7:0:0}}&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT|╟|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Axles vs. Rollers (water powerplant side bus):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Water wheel&amp;lt;br/&amp;gt; (groups)&lt;br /&gt;
! Length&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 19&lt;br /&gt;
| 3 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 4 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Often it's a good idea to block passage of creatures along the power transfer elements - whether to prevent wildlife from getting inside or children from reaching areas of open water and lava. But [[machine component]]s are buildings, thus simply passing an axle through a tile occupied by a grate or fortification is not possible. One can make an axle-train first going down the moat, across, then up (through a ring of floor over a 3x3 well to stop climbers) - though this still won't block fliers who can swim through the moat. Or perhaps a screw pump will make a floor-type security wall for a downward axle.  The &amp;quot;wall&amp;quot; tile of a pump is also good for protected horizontal power transfer. This is used e.g. &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=144966.0 Invincible Windmill Farm]&amp;quot; by Tercicatrix. Vulnerability of the pump &amp;quot;wall&amp;quot; to building destroyers needs testing, however{{verify}}. There's also an exploit: power transfer through the floor from a windmill down to a machine component built after it. Other than that, the most foolproof method is water flow through floor bars/grates.&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195895</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195895"/>
		<updated>2014-01-28T07:31:47Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: more !!SCIENCE!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[death|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction.&lt;br /&gt;
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, carts will usually only spend one tick on an active roller and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. It requires power, which can be inconvenient or impractical.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO     OOOOO        OOOOO&lt;br /&gt;
 in  ═╔═╗O     O╔S╗O        O╔S╗O&lt;br /&gt;
 out ═╬═╝O out ═╗═╝O    out ═╗═╝O&lt;br /&gt;
     O╚S╝O     O╚═╝═ in     O╚S╝O&lt;br /&gt;
     OOOOO     OOOO          ║OOO&lt;br /&gt;
                              in &lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
Dwarves can admire buidlings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance (from [http://www.bay12forums.com/smf/index.php?topic=109460.msg3377228#msg3377228 this post]).&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Forging and Melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''one''' [[adamantine]] wafer. The latter is a bug in the item size tables, it's actually supposed to cost '''six'''.&lt;br /&gt;
&lt;br /&gt;
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
&lt;br /&gt;
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 180%'''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fortification&amp;diff=195804</id>
		<title>v0.34:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fortification&amp;diff=195804"/>
		<updated>2014-01-25T10:39:11Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:42, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Fortification''' is a construction that allows the passage of [[ammunition|projectiles]] [in and out] and liquids, [[mist]], [[steam]], [[web|webs]], [[fire]], [[miasma]] and [[smoke]], but not [[creature]]s, making them an important part in a fortress's [[defense guide|defense]]. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. &lt;br /&gt;
&lt;br /&gt;
Fortifications allow liquids to pass through in any direction except vertically -- they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from [[construction|constructed]] walls or [[smoothing|smooth]]ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the [[construction]] [[menu]]: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most [[building]]s, this will require one unit of [[wood]], [[stone]], [[metal]], or [[glass]]. Note that constructed fortifications do ''not'' have walkable [[floor]]s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
Carved fortifications must be carved by a dwarf with the [[Stone detailing]] [[labor]] enabled. Constructed fortifications must be built by a dwarf with a corresponding labor to the material used.&lt;br /&gt;
&lt;br /&gt;
* Fortifications ''constructed'' as such are ''open'' on top - they do not provide a floor for the tile above. This lets water, items and some critters in, until and unless a [[floor]] or something else is built one Z-level above, just like over any other empty space.&lt;br /&gt;
* Fortifications ''carved'' out of a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the original wall, this floor is ''not'' a &amp;quot;construction&amp;quot;, even if it's &amp;quot;Gabbro block floor&amp;quot;, thus other constructions can be readily placed on top of a carved fortification.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures can of course fly over fortifications (but not through). If there is open space above your defense positions, you can either ''carve'' them out of walls in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advice as dwarves don't like rain anyway and strange accidents can cause the weirdest things to fall from above. Note that fliers can diagonally bypass a fortification if the tile above the fortification doesn't have a floor. &lt;br /&gt;
&lt;br /&gt;
Enemy archers may also fire back through your fortifications. Enemies that stand directly next to your fortifications can fire inward, therefor it's recommended to build a moat around your fortifications, or elevate them from the ground level. Enemy '''elite''' bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces. Elite bowman can be defended against without compromising the usefulness of a fortification network by constructing a thin 1-tile wide raising [[bridge]] just outside the fortification. Attach each bridge to a [[lever]] and pull the lever if an elite goblin poses a threat. The blocking bridge will cut off line of sight and prevent bolts from penetrating your defenses.&lt;br /&gt;
&lt;br /&gt;
Melee combat can cause severed body parts of the combatants and their carried items to become stuck inside nearby fortifications. Items moved by [[flow]]ing water may do the same. Dwarves cannot directly recover these items, which can cause problems with clutter and especially [[miasma]]. The easiest solution is to destroy and reconstruct the fortification. Same applies to objects falling from above, thus if a fortification is used to e.g. protect a water sink, installing a floor [[grate]] above it may be a good idea: it will catch most stuff that would end up stuck in the fortification. It's not as simple with horizontal movement, but sometimes a line of vertical [[bars]] or [[grate]]s may help - if something gets stuck in them first, at least that place can be made accessible simply by flipping a [[lever]], then closed again just as quickly.&lt;br /&gt;
&lt;br /&gt;
Fortifications combined with [[window]]s can enable dwarves or their animals to watch for stealthy intruders from safety. As [[construction]]s, fortifications are immune to [[building destroyer]]s, yet they allow enemy archers to murder your watch-chickens. Windows will stop arrows, but as [[building]]s they're vulnerable to building destroyers. Combined correctly, the two can provide a see-through barrier that protects your watch-animals against any enemy, with the possible exception of an enemy that breathes [[fire]]. With enough animals on the job, this setup will reveal all [[ambush]]es and many a [[thief]]. Note that since this eats 2 tiles of 3 [[Observer|maximum detection range]], stealthy units can't avoid it altogether only in 1-tile wide (2 if observed from both sides) corridors. Its major weakness is the problem with body parts getting stuck in the fortifications.&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] you can throw any item (such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses, etc.) through a fortification, but you cannot climb through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall [[grate]]s and vertical [[bars]] work, but they are vulnerable to [[building destroyer]]s.{{Bug|3327}}&lt;br /&gt;
* A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible, however if the water is flowing, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth). {{Bug|5458}}&lt;br /&gt;
* Items also can be pushed or dropped into a fortification, and remain inaccessible until it's removed. {{Bug|2163}}&lt;br /&gt;
* Additionally, there are other conditions that may allow a creature to pass through a fortification, such as being thrown by a wrestler, tossed by a bridge, or dropped from above. Should a creature end up in a fortification tile, it can path and move out of the fortification to any adjacent passable tile. If a creature is killed by an attack which knocks it into a fortification, its corpse and equipment will become lodged inside, requiring mining or deconstructing the fortification to remove the items.&lt;br /&gt;
** When this happens to a dwarf with baby, the baby gets dropped and then cannot leave the fortification on its own (unless one happens to grow into child while there). Removing the fortification is not possible when a baby is sitting there. {{Bug|2160}}&lt;br /&gt;
* Line of sight through fortifications can be wonky. Specifically, marksdwarves often fail to register that there are enemies on the other side unless they (the dwarves) are directly next to the fortification. {{Bug|2697}} Having a single-tile hall behind can help. [[Statue]]s can be used as &amp;quot;soft&amp;quot; impassable tiles for this purpose: dwarves can dodge into one, but won't try to walk into such tile normally.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fortification&amp;diff=195803</id>
		<title>v0.34:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fortification&amp;diff=195803"/>
		<updated>2014-01-25T08:28:04Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:42, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Fortification''' is a construction that allows the passage of [[ammunition|projectiles]] [in and out] and liquids, [[mist]], [[steam]], [[web|webs]], [[fire]], [[miasma]] and [[smoke]], but not [[creature]]s, making them an important part in a fortress's [[defense guide|defense]]. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. &lt;br /&gt;
&lt;br /&gt;
Fortifications allow liquids to pass through in any direction except vertically -- they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
&lt;br /&gt;
Fortifications ''constructed'' as such are open on top (until a floor or something else is built one Z-level above). Fortifications ''carved'' out of a wall (whether natural and constructed) retain most properties of the wall, including a non-construction floor one level above.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from [[construction|constructed]] walls or [[smoothing|smooth]]ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the [[construction]] [[menu]]: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most [[building]]s, this will require one unit of [[wood]], [[stone]], [[metal]], or [[glass]]. Note that constructed fortifications do ''not'' have walkable [[floor]]s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
Carved fortifications must be carved by a dwarf with the [[Stone detailing]] [[labor]] enabled. Constructed fortifications must be built by a dwarf with a corresponding labor to the material used.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures can of course fly over fortifications (but not through). If there is open space above your defense positions, you can either carve them in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advice as dwarves don't like rain anyway and strange accidents can cause the weirdest things to fall from above. Note that fliers can diagonally bypass a fortification if the tile above the fortification doesn't have a floor. &lt;br /&gt;
&lt;br /&gt;
Enemy archers may also fire back through your fortifications. Enemies that stand directly next to your fortifications can fire inward, therefor it's recommended to build a moat around your fortifications, or elevate them from the ground level. Enemy '''elite''' bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces. Elite bowman can be defended against without compromising the usefulness of a fortification network by constructing a thin 1-tile wide raising [[bridge]] just outside the fortification. Attach each bridge to a [[lever]] and pull the lever if an elite goblin poses a threat. The blocking bridge will cut off line of sight and prevent bolts from penetrating your defenses.&lt;br /&gt;
&lt;br /&gt;
Melee combat can cause severed body parts of the combatants and their carried items to become stuck inside nearby fortifications. Dwarves cannot directly recover these items, which can cause problems with clutter and especially [[miasma]]. The easiest solution is to destroy and reconstruct the fortification. Same applies to objects falling from above, thus if a fortification is used to e.g. protect a water sink, installing a floor [[grate]] above it may be a good idea: it will catch most stuff that would end up stuck in the fortification. It's not as simple with horizontal movement, but sometimes a line of vertical [[bars]] or [[grate]]s may help - if something gets stuck in them first, at least that place can be made accessible simply by flipping a [[lever]], then closed again just as quickly.&lt;br /&gt;
&lt;br /&gt;
Fortifications combined with [[window]]s can enable dwarves or their animals to watch for stealthy intruders from safety. As [[construction]]s, fortifications are immune to [[building destroyer]]s, yet they allow enemy archers to murder your watch-chickens. Windows will stop arrows, but as [[building]]s they're vulnerable to building destroyers. Combined correctly, the two can provide a see-through barrier that protects your watch-animals against any enemy, with the possible exception of an enemy that breathes [[fire]]. With enough animals on the job, this setup will reveal all [[ambush]]es and many a [[thief]] - note that since this leaves only 1 tile of 3 [[Observer|maximum detection range]] of stealthy units, so it can't be avoided altogether only in 1-tile wide (2 if observed from both sides) corridors. Its major weakness is the problem with body parts getting stuck in the fortifications.&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] you can throw any item (such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses, etc.) through a fortification, but you cannot climb through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall [[grate]]s and vertical [[bars]] work, but they are vulnerable to [[building destroyer]]s.{{Bug|3327}}&lt;br /&gt;
* A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible, however if the water is flowing, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth). {{Bug|5458}}&lt;br /&gt;
* Items also can be pushed or dropped into a fortification, and remain inaccessible until it's removed. {{Bug|2163}}&lt;br /&gt;
* Additionally, there are other conditions that may allow a creature to pass through a fortification, such as being thrown by a wrestler, tossed by a bridge, or dropped from above. Should a creature end up in a fortification tile, it can path and move out of the fortification to any adjacent passable tile. If a creature is killed by an attack which knocks it into a fortification, its corpse and equipment will become lodged inside, requiring mining or deconstructing the fortification to remove the items.&lt;br /&gt;
** When this happens to a dwarf with baby, the baby gets dropped and then cannot leave the fortification on its own (unless one happens to grow into child while there). Removing the fortification is not possible when a baby is sitting there. {{Bug|2160}}&lt;br /&gt;
* Line of sight through fortifications can be wonky. Specifically, marksdwarves often fail to register that there are enemies on the other side unless they (the dwarves) are directly next to the fortification. {{Bug|2697}} Having a single-tile hall behind can help. [[Statue]]s can be used as &amp;quot;soft&amp;quot; impassable tiles for this purpose: dwarves can dodge into one, but won't try to walk into such tile normally.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fortification&amp;diff=195802</id>
		<title>v0.34:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fortification&amp;diff=195802"/>
		<updated>2014-01-25T08:15:10Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:42, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''' allow the passage of [[ammunition|projectiles]] [in and out] and liquids, [[mist]], [[steam]], [[web|webs]], [[fire]], [[miasma]] and [[smoke]], but not [[creature]]s, making them an important part in a fortress's [[defense guide|defense]]. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. &lt;br /&gt;
&lt;br /&gt;
Fortifications allow liquids to pass through in any direction except vertically -- they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
&lt;br /&gt;
Fortifications ''constructed'' as such are open on top until a floor or something is built on the level above. Fortifications ''carved'' out of a wall (whether natural and constructed) retain most properties of the wall, including the floor on the level above&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures can of course fly over fortifications (but not through). If there is open space above your defense positions, you can either carve them in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advice as dwarves don't like rain anyway and strange accidents can cause the weirdest things to fall from above. Note that fliers can diagonally bypass a fortification if the tile above the fortification doesn't have a floor. &lt;br /&gt;
&lt;br /&gt;
Enemy archers may also fire back through your fortifications. Enemies that stand directly next to your fortifications can fire inward, therefor it's recommended to build a moat around your fortifications, or elevate them from the ground level. Enemy '''elite''' bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces. Elite bowman can be defended against without compromising the usefulness of a fortification network by constructing a thin 1-tile wide raising [[bridge]] just outside the fortification. Attach each bridge to a [[lever]] and pull the lever if an elite goblin poses a threat. The blocking bridge will cut off line of sight and prevent bolts from penetrating your defenses.&lt;br /&gt;
&lt;br /&gt;
Melee combat can cause severed body parts of the combatants and their carried items to become stuck inside nearby fortifications. Dwarves cannot directly recover these items, which can cause problems with clutter and especially [[miasma]]. The easiest solution is to destroy and reconstruct the fortification. Same applies to objects falling from above, thus if a fortification is used to e.g. protect a water sink, [[grate]] one level above may help by catching most stuff that would end up stuck in the fortification.&lt;br /&gt;
&lt;br /&gt;
Fortifications combined with [[window]]s can enable dwarves or their animals to watch for stealthy intruders from safety. As [[construction]]s, fortifications are immune to [[building destroyer]]s, yet they allow enemy archers to murder your watch-chickens. Windows will stop arrows, but as [[building]]s they're vulnerable to building destroyers. Combined correctly, the two can provide a see-through barrier that protects your watch-animals against any enemy, with the possible exception of an enemy that breathes [[fire]]. With enough animals on the job, this setup will reveal all [[ambush]]es and many a [[thief]] - note that since this leaves only 1 tile of 3 [[Observer|maximum detection range]] of stealthy units, so it can't be avoided altogether only in 1-tile wide (2 if observed from both sides) corridors. Its major weakness is the problem with body parts getting stuck in the fortifications.&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] you can throw any item (such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses, etc.) through a fortification, but you cannot climb through them.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
&lt;br /&gt;
Fortifications can be built one of two ways. Firstly, they can be carved from [[construction|constructed]] walls or [[smoothing|smooth]]ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the [[construction]] [[menu]]: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most [[building]]s, this will require one unit of [[wood]], [[stone]], [[metal]], or [[glass]]. Note that constructed fortifications do ''not'' have walkable [[floor]]s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
Carved fortifications must be carved by a dwarf with the [[Stone detailing]] [[labor]] enabled. Constructed fortifications must be built by a dwarf with a corresponding labor to the material used.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall [[grate]]s and vertical [[bars]] work, but they are vulnerable to [[building destroyer]]s.{{Bug|3327}}&lt;br /&gt;
* A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible, however if the water is flowing, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth). {{Bug|5458}}&lt;br /&gt;
* Items also can be pushed or dropped into a fortification, and remain inaccessible until it's removed. {{Bug|2163}}&lt;br /&gt;
* Additionally, there are other conditions that may allow a creature to pass through a fortification, such as being thrown by a wrestler, tossed by a bridge, or dropped from above. Should a creature end up in a fortification tile, it can path and move out of the fortification to any adjacent passable tile. If a creature is killed by an attack which knocks it into a fortification, its corpse and equipment will become lodged inside, requiring mining or deconstructing the fortification to remove the items.&lt;br /&gt;
** When this happens to a dwarf with baby, the baby gets dropped and then cannot leave the fortification on its own (unless one happens to grow into child while there). Removing the fortification is not possible when a baby is sitting there. {{Bug|2160}}&lt;br /&gt;
* Line of sight through fortifications can be wonky. Specifically, marksdwarves often fail to register that there are enemies on the other side unless they (the dwarves) are directly next to the fortification. {{Bug|2697}} Having a single-tile hall behind can help. [[Statue]]s can be used as &amp;quot;soft&amp;quot; impassable tiles for this purpose: dwarves can dodge into one, but won't try to walk into such tile normally.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tool&amp;diff=195723</id>
		<title>v0.34:Tool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tool&amp;diff=195723"/>
		<updated>2014-01-22T12:56:03Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: MATERIAL_SIZE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:26, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tools''' are objects used for mundane purposes by civilians and [[night creature]]s. Some tools can also be used as [[weapon]]s, and others can be used by your dwarves in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Tools Usable as Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! [[DF2012:Combat_skill#Weapon_skills|Skill Used]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 10 || (200) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 800 || (400) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 20 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab || Edge || 1 || 100 || 1x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || 400 || 1x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Tile&lt;br /&gt;
! Size&lt;br /&gt;
! Material&lt;br /&gt;
! Capacity&lt;br /&gt;
! Base Value&lt;br /&gt;
! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron || {{Tile|ô|7:1}} || 4000 || Metal 6 || 100000 || 50 || Liquid cooking&lt;br /&gt;
|-&lt;br /&gt;
| Ladle    || {{Tile|♪|7:1}} || 100 || Metal 1 || n/a || 10 || Liquid scoop&lt;br /&gt;
|-&lt;br /&gt;
| Bowl     || {{Tile|°|7:1}} || 100 || Stone 1 || 3000 || 10 || Meal container&lt;br /&gt;
|-&lt;br /&gt;
| Mortar   || {{Tile|°|7:1}} || 100 || Stone 1 || 1000 || 10 || Grind powder, receptacle&lt;br /&gt;
|-&lt;br /&gt;
| Pestle   || {{Tile|/|7:1}} || 20 || Stone 1 || n/a || 10 || Grind powder, grinder&lt;br /&gt;
|-&lt;br /&gt;
| [[Nest box]]    || {{Tile|◘|7:1}} || 1000 || Any Hard 1 || 2000 || 10 || Nest box&lt;br /&gt;
|-&lt;br /&gt;
| [[Jug]]         || {{Tile|σ|7:1}} || 300 || Any Hard 1 || 10000 || 10 || Liquid container&lt;br /&gt;
|-&lt;br /&gt;
| [[Large pot]]   || {{Tile|Φ|7:1}} || 5000 || Any Hard 1 || 60000 || 10 || Food storage&lt;br /&gt;
|-&lt;br /&gt;
| [[Hive]]        || {{Tile|▬|7:1}} || 2000 || Any Hard 1 || 5000 || 10 || Hive&lt;br /&gt;
|-&lt;br /&gt;
| [[Honeycomb]]   || {{Tile|∞|7:1}} || 1000 || n/a 1 || n/a || 10 || n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pouch]]       || {{Tile|¡|7:1}} || 100 || Soft 1 || 1000 || 10 || Small object storage&lt;br /&gt;
|-&lt;br /&gt;
| [[Minecart]]    || {{Tile|■|0:7:1}} || 40000 || Wood/Metal 6 || 500000 || 50 || Track cart&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheelbarrow]] || {{Tile|Ö|7:1}} || 30000 || Wood/Metal 6 || 100000 || 50 || Heavy object hauling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hard materials include stone, metal, wood, and glass.&amp;lt;br /&amp;gt;Soft materials include silk, plant fibers, leather and adamantine thread.&lt;br /&gt;
&lt;br /&gt;
A tool needs capacity of 600 per 1 unit of [[liquid]] to contain: a jug can hold 10000/600 = 16 units of liquid, a submerged minecart scoops 500000/600 = 833 units of magma or water, etc.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tool token]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195722</id>
		<title>v0.34:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195722"/>
		<updated>2014-01-22T07:37:48Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&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;
}}&lt;br /&gt;
&lt;br /&gt;
Types of containers the game knows are '''chests''', '''coffers''', '''boxes''', '''cabinets''', '''bags''', '''[[barrel]]s''', '''[[large pot]]s''' and '''[[bin]]s'''.  All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;containers&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other container type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a container's contents when the container is in a stockpile, select the object location with the {{key|k}} key.  Then, use {{key|+}} and {{key|-}} until the container is highlighted, then press {{key|enter}}.  Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container.  See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]].  They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile woth bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose.  Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Container || Stockpile || Furniture || Solid Capacity (in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]]) || Liquid Capacity || Stores&lt;br /&gt;
            || Stone || Wood || Glass || Metal || Cloth || Leather || Ceramic&lt;br /&gt;
|-&lt;br /&gt;
|[[Barrel]] || Furniture &amp;gt; Type &amp;gt; Barrels        ||  No ||  3000 || 3000 || Food, Alcohol&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Milk, Lye, Bags  &lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bin]]    || Furniture &amp;gt; Type &amp;gt; Bins           ||  No ||  3000 ||        || Items, Jugs, Flasks&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]] || Furniture &amp;gt; Type &amp;gt; Buckets        ||  No ||       || 600 || Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flask]]&amp;lt;br /&amp;gt;Vial&amp;lt;br /&amp;gt;Waterskin&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Flasks    ||  No ||       || 180 || Alcohol, Water&amp;lt;br /&amp;gt;Vials: Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || No || Vial || Flask || No || Waterskin || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Backpacks|Backpack]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Backpacks ||  No ||  3000 ||        || Food&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Quiver|Quiver]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Quivers   ||  No || 1200 ||        || Ammunition&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-   &lt;br /&gt;
|  Bag&amp;lt;br /&amp;gt;Chest&amp;lt;br /&amp;gt;Coffer&amp;lt;br /&amp;gt;Box&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Boxes and Bags || Special || 3000 ||        || Bags: Seeds, Leaves, Powders&amp;lt;br /&amp;gt;Other: Owned items&lt;br /&gt;
            || Coffer || Chest || Box || Chest || Bag || Bag || No&lt;br /&gt;
|-   &lt;br /&gt;
|[[Cabinet]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Cabinets       || Yes ||  3000 ||      || Owned clothing&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jug]]    || Finished Goods &amp;gt; Type &amp;gt; Tools     ||  No ||       || 1000 || Royal Jelly, Honey, Rock Nut Oil&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Large pot]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || No ||  6000 ||  6000 || Food, Alcohol, Bags&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Nest box]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   200 ||       || Eggs&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive]]   || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   500 ||  500 || Honey Bees, Royal Jelly, Honeycomb{{verify}}&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wheelbarrow]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Wheelbarrows   ||  No || 10000 ||       || hauled items&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Minecart]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Minecarts      ||  No&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 50000 || 50000 || hauled items;&amp;lt;br /&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage]]&amp;lt;br /&amp;gt;Terrarium&amp;lt;br /&amp;gt;Aquarium&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 6000 || 6000 || Creatures, Vermin&amp;lt;br /&amp;gt;Aquarium: Water&lt;br /&gt;
            || No || Cage || Terrarium&amp;lt;br /&amp;gt;Aquarium || Cage || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal trap]]&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 3000 || || Vermin, Bait&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffin]]&amp;lt;br /&amp;gt;Casket&amp;lt;br /&amp;gt;Sarcophagus&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Coffins        || Yes || 6000 || || Creature/Vermin Corpses/Remains&lt;br /&gt;
            || Coffin || Casket || Coffin || Sarcophagus || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon rack]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Weapon Racks   || Yes || 6000 || || Weapons&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor stand]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Armor Stands   || Yes || 6000 || || Armor&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Brewing and extracting can store any amount of liquid within a barrel or flask&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are like Barrels but with different capacities.&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Container size works in mysterious ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} Same goes for brewing and extracting. Some of related bugs{{bug|3986}} are fixed, so the details may need re-checking{{verify}}.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. Which may be justified with ''brewing'', but also happens to production of items/substances without quality modifiers.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195721</id>
		<title>v0.34:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195721"/>
		<updated>2014-01-22T07:23:59Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&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;
}}&lt;br /&gt;
&lt;br /&gt;
Types of containers the game knows are '''chests''', '''coffers''', '''boxes''', '''cabinets''', '''bags''', '''[[barrel]]s''', '''[[large pot]]s''' and '''[[bin]]s'''.  All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;containers&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other container type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a container's contents when the container is in a stockpile, select the object location with the {{key|k}} key.  Then, use {{key|+}} and {{key|-}} until the container is highlighted, then press {{key|enter}}.  Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container.  See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]].  They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile woth bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose.  Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Container || Stockpile || Furniture || Solid Capacity (in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]]) || Liquid Capacity || Stores&lt;br /&gt;
            || Stone || Wood || Glass || Metal || Cloth || Leather || Ceramic&lt;br /&gt;
|-&lt;br /&gt;
|[[Barrel]] || Furniture &amp;gt; Type &amp;gt; Barrels        ||  No ||  3000 || 3000 || Food, Alcohol&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Milk, Lye, Bags  &lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bin]]    || Furniture &amp;gt; Type &amp;gt; Bins           ||  No ||  3000 ||        || Items, Jugs, Flasks&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]] || Furniture &amp;gt; Type &amp;gt; Buckets        ||  No ||       || 600 || Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flask]]&amp;lt;br /&amp;gt;Vial&amp;lt;br /&amp;gt;Waterskin&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Flasks    ||  No ||       || 180 || Alcohol, Water&amp;lt;br /&amp;gt;Vials: Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || No || Vial || Flask || No || Waterskin || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Backpacks|Backpack]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Backpacks ||  No ||  3000 ||        || Food&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Quiver|Quiver]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Quivers   ||  No || 1200 ||        || Ammunition&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-   &lt;br /&gt;
|  Bag&amp;lt;br /&amp;gt;Chest&amp;lt;br /&amp;gt;Coffer&amp;lt;br /&amp;gt;Box&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Boxes and Bags || Special || 3000 ||        || Bags: Seeds, Leaves, Powders&amp;lt;br /&amp;gt;Other: Owned items&lt;br /&gt;
            || Coffer || Chest || Box || Chest || Bag || Bag || No&lt;br /&gt;
|-   &lt;br /&gt;
|[[Cabinet]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Cabinets       || Yes ||  3000 ||      || Owned clothing&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jug]]    || Finished Goods &amp;gt; Type &amp;gt; Tools     ||  No ||       || 1000 || Royal Jelly, Honey, Rock Nut Oil&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Large pot]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || No ||  6000 ||  6000 || Food, Alcohol, Bags&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Nest box]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   200 ||       || Eggs&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive]]   || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   500 ||  500 || Honey Bees, Royal Jelly, Honeycomb{{verify}}&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wheelbarrow]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Wheelbarrows   ||  No || 10000 ||       || hauled items&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Minecart]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Minecarts      ||  No&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 50000 || 50000 || hauled items;&amp;lt;br /&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage]]&amp;lt;br /&amp;gt;Terrarium&amp;lt;br /&amp;gt;Aquarium&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 6000 || 6000 || Creatures, Vermin&amp;lt;br /&amp;gt;Aquarium: Water&lt;br /&gt;
            || No || Cage || Terrarium&amp;lt;br /&amp;gt;Aquarium || Cage || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal trap]]&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 3000 || || Vermin, Bait&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffin]]&amp;lt;br /&amp;gt;Casket&amp;lt;br /&amp;gt;Sarcophagus&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Coffins        || Yes || 6000 || || Creature/Vermin Corpses/Remains&lt;br /&gt;
            || Coffin || Casket || Coffin || Sarcophagus || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon rack]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Weapon Racks   || Yes || 6000 || || Weapons&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor stand]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Armor Stands   || Yes || 6000 || || Armor&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Brewing and extracting can store any amount of liquid within a barrel or flask&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are like Barrels but with different capacities.&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits ([[fortification]]), these continue to move in the same direction with some scattering, otherwise they are displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406|other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230|cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Container size works in strange ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags, in that only weight of contents adds up, but the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'' as long as CAPACITY&amp;gt;SIZE (which normally is the case). So they act like bags of holding - have the same stated volume less than their capacity whether empty or holding an arbitrary total amount of items via nested containers.&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} Same goes for brewing and extracting. Some of related bugs{{bug|3986}} are fixed, so the details may need re-checking{{verify}}.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones.Seems to always happen with brewing.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195715</id>
		<title>v0.34:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195715"/>
		<updated>2014-01-21T21:45:31Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&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;
}}&lt;br /&gt;
&lt;br /&gt;
Types of containers the game knows are '''chests''', '''coffers''', '''boxes''', '''cabinets''', '''bags''', '''[[barrel]]s''', '''[[large pot]]s''' and '''[[bin]]s'''.  All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;containers&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other container type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a container's contents when the container is in a stockpile, select the object location with the {{key|k}} key.  Then, use {{key|+}} and {{key|-}} until the container is highlighted, then press {{key|enter}}.  Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container.  See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]].  They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal.  Bars will stack into a bin, but not into any other container, so a stock pile with bars enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose.  Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Container || Stockpile || Furniture || Solid Capacity (in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]]) || Liquid Capacity || Stores&lt;br /&gt;
            || Stone || Wood || Glass || Metal || Cloth || Leather || Ceramic&lt;br /&gt;
|-&lt;br /&gt;
|[[Barrel]] || Furniture &amp;gt; Type &amp;gt; Barrels        ||  No ||  3000 || 3000 || Food, Alcohol&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Milk, Lye, Bags  &lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bin]]    || Furniture &amp;gt; Type &amp;gt; Bins           ||  No ||  3000 ||        || Items, Jugs, Flasks&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]] || Furniture &amp;gt; Type &amp;gt; Buckets        ||  No ||       || 600 || Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flask]]&amp;lt;br /&amp;gt;Vial&amp;lt;br /&amp;gt;Waterskin&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Flasks    ||  No ||       || 180 || Alcohol, Water&amp;lt;br /&amp;gt;Vials: Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || No || Vial || Flask || No || Waterskin || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Backpacks|Backpack]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Backpacks ||  No ||  3000 ||        || Food&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Quiver|Quiver]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Quivers   ||  No || 1200 ||        || Ammunition&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-   &lt;br /&gt;
|  Bag&amp;lt;br /&amp;gt;Chest&amp;lt;br /&amp;gt;Coffer&amp;lt;br /&amp;gt;Box&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Boxes and Bags || Special || 3000 ||        || Bags: Seeds, Leaves, Powders&amp;lt;br /&amp;gt;Other: Owned items&lt;br /&gt;
            || Coffer || Chest || Box || Chest || Bag || Bag || No&lt;br /&gt;
|-   &lt;br /&gt;
|[[Cabinet]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Cabinets       || Yes ||  3000 ||      || Owned clothing&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jug]]    || Finished Goods &amp;gt; Type &amp;gt; Tools     ||  No ||       || 1000 || Royal Jelly, Honey, Rock Nut Oil&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Large pot]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || No ||  6000 ||  6000 || Food, Alcohol, Bags&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Nest box]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   200 ||       || Eggs&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive]]   || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   500 ||  500 || Honey Bees, Royal Jelly, Honeycomb{{verify}}&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wheelbarrow]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Wheelbarrows   ||  No || 10000 ||       || hauled items&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Minecart]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Minecarts      ||  No&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 50000 || 50000 || hauled items;&amp;lt;br /&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage]]&amp;lt;br /&amp;gt;Terrarium&amp;lt;br /&amp;gt;Aquarium&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 6000 || 6000 || Creatures, Vermin&amp;lt;br /&amp;gt;Aquarium: Water&lt;br /&gt;
            || No || Cage || Terrarium&amp;lt;br /&amp;gt;Aquarium || Cage || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal trap]]&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 3000 || || Vermin, Bait&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffin]]&amp;lt;br /&amp;gt;Casket&amp;lt;br /&amp;gt;Sarcophagus&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Coffins        || Yes || 6000 || || Creature/Vermin Corpses/Remains&lt;br /&gt;
            || Coffin || Casket || Coffin || Sarcophagus || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon rack]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Weapon Racks   || Yes || 6000 || || Weapons&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor stand]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Armor Stands   || Yes || 6000 || || Armor&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Brewing and extracting can store any amount of liquid within a barrel or flask&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are like Barrels but with different capacities.&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits ([[fortification]]), these continue to move in the same direction with some scattering, otherwise they are displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406|other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230|cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. This lack of distinction means that all containers effectively act like soft bags - you can put 30 other bags inside a bag. At the same time, containers are assumed to ''not'' be soft bags, in that only weight of contents adds up, but the ambiguous SIZE doesn't. Together, these facts make containers nest-able ''indefinitely'' as long as CAPACITY&amp;gt;SIZE (which normally is the case). So they act like bags of holding - have the same stated volume whether empty or hold arbitrary total amount of items via nested containers.&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} Same goes for brewing and extracting. Some of related bugs{{bug|3986}} are fixed, so the details may need re-checking{{verify}}.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones.Seems to always happen with brewing.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Material_definition_token&amp;diff=195711</id>
		<title>v0.34:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Material_definition_token&amp;diff=195711"/>
		<updated>2014-01-21T18:14:15Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: METAL_ORE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:11, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFIX&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
| &lt;br /&gt;
* type&lt;br /&gt;
| Unknown. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, or FILTH. SLIME value is used by evil cloud/rain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
| [[color]] token&lt;br /&gt;
| Defines the material as a type of dye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| [[Main:Character table|tile]]&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
| tile&lt;br /&gt;
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*[[color]] token&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when the yield point is reached.{{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is compressed past its yield point.{{verify}} Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is stretched past its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is twisted past its yield point.{{verify}} Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when sheared past its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD &lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when bent past its yield point.{{verify}} Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature emitted by the material. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depends (together with weight of vaporized material) the volume covered by spreading vapors. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
| BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*[[item token]]&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCK_NAME&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAFERS&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*[[material token]]&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REACTION_CLASS&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ORE&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]].&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; Value determines the probability for this product (see {{Tetrahedrite}} or {{Galena}} for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_METAL&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER acceptable for [[Strand_extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Unknown. Defaults to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material Usage Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does '''not''' include Elves) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant leaf, allowing its storage in food stockpiles under &amp;quot;Leaves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOTH&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot;, both in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;) and for unhappy thoughts from drinking water (&amp;quot;He was forced to drink bloody water lately&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTERS_BLOOD&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CLEAN_GLOB&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_STONE_STOCKPILE&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown. Possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDIGGABLE&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_UNGLAZED&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| YARN&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_THREAD_METAL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CLASS&lt;br /&gt;
|  &lt;br /&gt;
| makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=195708</id>
		<title>v0.34:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cage&amp;diff=195708"/>
		<updated>2014-01-21T14:47:59Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
:''For information on cage traps, see [[Trap#Cage_Trap|traps]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, [[zoo]]s, [[pit]]s and aquariums. &lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding [[Captured live fish|captured]] live vermin [[fish]], an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile. Dwarves will attempt to collect and store cages in stockpiles if the {{k|o}}rders - dwarves haul {{k|a}}nimals option is set.&lt;br /&gt;
&lt;br /&gt;
To set a pile to accept ''only'' empty cages, set up an animal pile (or a custom pile) and in its settings {{k|b}}lock all and use {{k|u}} to enable empty cages. Similarly, to block empty cages, use {{k|u}} to disable them. ({{k|j}} toggles [[animal trap]]s.)&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from [[wood]] at a [[carpenter's workshop]], from [[metal]] at a [[metalsmith's forge]], and from [[glass]] at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can then either build them on a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a tame animal to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can choose a cage that already has something inside. To precisely select which cage to use, you can expand the list of cages with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a (built) cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of [[creatures]], and {{k|Enter}} to assign them to the cage. Creatures currently assigned to the cage are listed at the top; the rest of the creatures are listed in order of arrival on the map (including any inaccessible creatures). Note that tame grazing creatures will starve if left in cages, though pet owners may feed their pets. Instead of caging grazers, assign them to a [[zone|pasture]] that has plenty of tasty [[grass]] and/or [[cave moss]].&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is apparently possible to fit hundreds of [[dog|puppies]] in a cage with dozens of [[blind cave ogre]]s with no ill effects or a [[dragon]], a thousand [[cat]]s, and whatever else is on hand, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures from (built) cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k|b}}-{{k|j}} to build cages, and {{k|x}} to be sure to get the right cage), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a creature is male or female, which is useful if you are preparing a breeding program.&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature back in a stock cage.  To explicitly release an animal, instead &amp;quot;pull&amp;quot; the animal somewhere else: either assign the animal to a [[pit]] (which could simply be a hillside outside your fortress), or a pasture.  This has the benefit of making it clear where the animal is being released.  However keep in mind the dwarf will uncage the animal first and then lead it to the release, so large/dangerous animals may escape en route.  Consider using the [[dump]] command to move the cage before release, or assign the animal stockpile next to the pit/pasture.&lt;br /&gt;
&lt;br /&gt;
Bees shows up in the list of creatures that can be assigned to a cage, but dwarfs will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
[[Breeding]] creatures are unable to get pregnant if caged, although they will give birth while caged if they became pregnant before being caged.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
If you want your prisoners to survive their sentences, it is strongly recommended '''not''' to use cages but [[rope|chains or ropes]] for your prisons, with drink and food placed directly adjacent to the chains. Caged dwarves must be given water and drink by others, and the required jobs are almost never generated. Dwarves caged in the name of justice will ''normally'' die of thirst or starvation, due to a bug preventing prisoner care jobs from being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the lever to get back the mechanism used to open the cage.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice. When a hauler takes the cage, any untameable creatures inside will be released. Be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
A way to release creatures from stockpiled cages (which have not been built) is to assign the creatures to a [[pasture]] (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
Another way is to use [[container]] spilling effect: cages [[Trap_design#Minecarts hurled from a colliding minecart]] ''also'' spill their contents upon collision (see [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 this forum message]). Possibly works with a [[Bridge#Raising_and_Retracting_Bridges raising bridge flinging]] as well{{verify}}, but minecarts are easier to load as needed via stockpiles anyway. This combines timing control of a lever or pressure plate with reusability of pitting. If you want to deliver Goblin snatchers into your target practice room despite [[Thief|thieves]]' ability to wriggle out of normal pitting, or a bunch of [[Cave floater]]s toward invaders, this metod may be preferrable.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a [[tame]]d [[creature]], the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed [[vermin]], in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
However, once you have bought the cage the item name will list the material of the cage; ie: Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
&lt;br /&gt;
Note that only tamed animals can be traded safely. The dwarf assigned to hauling a container will look through its contents and chuck out anything that can't be traded. In the case of cages, this means anything sentient - including such nasties as [[cyclops|cyclopes]].{{Bug|4065}} Letting such monsters loose in the middle of your fort is good [[fun]].&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|d}}-{{K|b}}-{{K|c}} to claim and {{K|d}}-{{K|b}}-{{K|d}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, hit {{K|k}}, and go over each cage and press {{K|d}} for each of them - this stops the dumping on the cages themselves. You will need a [[DF2012:Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to to reuse the items, you need only to designate claim {{K|d}}-{{K|b}}-{{K|c}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|o}}-{{K|r}}-{{K|o}} order set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|d}}-{{K|b}}-{{K|f}} and mass dump {{K|d}}-{{K|b}}-{{K|d}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|z}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|d}}-{{K|b}}-{{K|c}} and mass undump {{K|d}}-{{K|b}}-{{K|D}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice;  they will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
=== Emptying refuse ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Animals that expire in a cage (built in a [[zoo]], or just sitting in an animal stockpile) also clutter up the cage until removed. If the cage is unbuilt and the animal is [[butcher]]able, your dwarves may haul the animal, cage included, to the butcher shop for processing. If not, you will need to manually clean the cage by dumping the corpse and any other items.&lt;br /&gt;
&lt;br /&gt;
Marking refuse for dumping can be done by pressing {{k|k}} for an unbuilt cage ({{k|t}} for a built cage), then selecting the cage and pressing {{k|Enter}}, then selecting the item and pressing {{k|Enter}} again, and finally pressing {{k|d}} to mark the item (rather than the cage) for dumping.  Or if there is a lot of refuse, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages.&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarfs can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let our dwarfs shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassign them from the pen/pasture.&lt;br /&gt;
* When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
* Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
* Placing a vermin fish in an aquarium can cause [[purring maggot]]s to become unmilkable. {{Bug|6116}}&lt;br /&gt;
* Creatures escape from Artifact traps/cages. {{bug|6117}}&lt;br /&gt;
* Dwarves caged in the name of justice will often die of thirst or starvation, due to prisoner care jobs not being queued up in many cases {{Bug|2606}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Tool&amp;diff=195694</id>
		<title>v0.34:Tool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Tool&amp;diff=195694"/>
		<updated>2014-01-20T16:36:01Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:26, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tools''' are objects used for mundane purposes by civilians and [[night creature]]s. Some tools can also be used as [[weapon]]s, and others can be used by your dwarves in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
==Tools Usable as Weapons==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! [[DF2012:Combat_skill#Weapon_skills|Skill Used]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 10 || (200) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 800 || (400) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 20 || (400) || 1x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab || Edge || 1 || 100 || 1x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|-&lt;br /&gt;
| Handle strike || Blunt || 15 || 400 || 1x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Tools==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Tile&lt;br /&gt;
! Size&lt;br /&gt;
! Material&lt;br /&gt;
! Capacity&lt;br /&gt;
! Base Value&lt;br /&gt;
! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Cauldron || {{Tile|ô|7:1}} || 4000 || Metal || 100000 || 50 || Liquid cooking&lt;br /&gt;
|-&lt;br /&gt;
| Ladle || {{Tile|♪|7:1}} || 100 || Metal || n/a || 10 || Liquid scoop&lt;br /&gt;
|-&lt;br /&gt;
| Bowl || {{Tile|°|7:1}} || 100 || Stone || 3000 || 10 || Meal container&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || {{Tile|°|7:1}} || 100 || Stone || 1000 || 10 || Grind powder, receptacle&lt;br /&gt;
|-&lt;br /&gt;
| Pestle || {{Tile|/|7:1}} || 20 || Stone || n/a || 10 || Grind powder, grinder&lt;br /&gt;
|-&lt;br /&gt;
| [[Nest box]] || {{Tile|◘|7:1}} || 1000 || Any Hard || 2000 || 10 || Nest box&lt;br /&gt;
|-&lt;br /&gt;
| [[Jug]] || {{Tile|σ|7:1}} || 300 || Any Hard || 10000 || 10 || Liquid container&lt;br /&gt;
|-&lt;br /&gt;
| [[Large pot]] || {{Tile|Φ|7:1}} || 5000 || Any Hard || 60000 || 10 || Food storage&lt;br /&gt;
|-&lt;br /&gt;
| [[Hive]] || {{Tile|▬|7:1}} || 2000 || Any Hard || 5000 || 10 || Hive&lt;br /&gt;
|-&lt;br /&gt;
| [[Honeycomb]] || {{Tile|∞|7:1}} || 1000 || n/a || n/a || 10 || n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pouch]] || {{Tile|¡|7:1}} || 100 || Soft || 1000 || 10 || Small object storage&lt;br /&gt;
|-&lt;br /&gt;
| [[Minecart]] || {{Tile|■|0:7:1}} || 40000 || Wood/Metal || 500000 || 50 || Track cart&lt;br /&gt;
|-&lt;br /&gt;
| [[Wheelbarrow]] || {{Tile|Ö|7:1}} || 30000 || Wood/Metal || 100000 || 50 || Heavy object hauling&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hard materials include stone, metal, wood, and glass.&lt;br /&gt;
A tool needs capacity of 600 per 1 unit of [[liquid]] to contain - a jug can hold 10000/600 = 16 units of liquid, a submerged minecart carries out 500000/600 = 833 units of magma or water, etc,&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Tool token]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195693</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195693"/>
		<updated>2014-01-20T16:09:44Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: dual speed limiter!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[death|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction.&lt;br /&gt;
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, carts will usually only spend one tick on an active roller and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. It requires power, which can be inconvenient or impractical.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO     OOOOO        OOOOO&lt;br /&gt;
 in  ═╔═╗O     O╔S╗O        O╔S╗O&lt;br /&gt;
 out ═╬═╝O out ═╗═╝O    out ═╗═╝O&lt;br /&gt;
     O╚S╝O     O╚═╝═ in     O╚S╝O&lt;br /&gt;
     OOOOO     OOOO          ║OOO&lt;br /&gt;
                              in &lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195692</id>
		<title>v0.34:Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Container&amp;diff=195692"/>
		<updated>2014-01-20T15:42:54Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&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;
}}&lt;br /&gt;
&lt;br /&gt;
Types of containers the game knows are '''chests''', '''coffers''', '''boxes''', '''cabinets''', '''bags''', '''[[barrel]]s''', '''[[large pot]]s''' and '''[[bin]]s'''.  All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;containers&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other container type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a container's contents when the container is in a stockpile, select the object location with the {{key|k}} key.  Then, use {{key|+}} and {{key|-}} until the container is highlighted, then press {{key|enter}}.  Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container.  See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]].  They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal.  Bars will stack into a bin, but not into any other container, so a stock pile with bars enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose.  Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Container || Stockpile || Furniture || Solid Capacity (in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]]) || Liquid Capacity || Stores&lt;br /&gt;
            || Stone || Wood || Glass || Metal || Cloth || Leather || Ceramic&lt;br /&gt;
|-&lt;br /&gt;
|[[Barrel]] || Furniture &amp;gt; Type &amp;gt; Barrels        ||  No ||  3000 || 3000 || Food, Alcohol&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Milk, Lye, Bags  &lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bin]]    || Furniture &amp;gt; Type &amp;gt; Bins           ||  No ||  3000 ||        || Items, Jugs, Flasks&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]] || Furniture &amp;gt; Type &amp;gt; Buckets        ||  No ||       || 600 || Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flask]]&amp;lt;br /&amp;gt;Vial&amp;lt;br /&amp;gt;Waterskin&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Flasks    ||  No ||       || 180 || Alcohol, Water&amp;lt;br /&amp;gt;Vials: Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || No || Vial || Flask || No || Waterskin || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Backpacks|Backpack]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Backpacks ||  No ||  3000 ||        || Food&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Quiver|Quiver]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Quivers   ||  No || 1200 ||        || Ammunition&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-   &lt;br /&gt;
|  Bag&amp;lt;br /&amp;gt;Chest&amp;lt;br /&amp;gt;Coffer&amp;lt;br /&amp;gt;Box&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Boxes and Bags || Special || 3000 ||        || Bags: Seeds, Leaves, Powders&amp;lt;br /&amp;gt;Other: Owned items&lt;br /&gt;
            || Coffer || Chest || Box || Chest || Bag || Bag || No&lt;br /&gt;
|-   &lt;br /&gt;
|[[Cabinet]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Cabinets       || Yes ||  3000 ||      || Owned clothing&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jug]]    || Finished Goods &amp;gt; Type &amp;gt; Tools     ||  No ||       || 1000 || Royal Jelly, Honey, Rock Nut Oil&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Large pot]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || No ||  6000 ||  6000 || Food, Alcohol, Bags&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Nest box]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   200 ||       || Eggs&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive]]   || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   500 ||  500 || Honey Bees, Royal Jelly, Honeycomb{{verify}}&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wheelbarrow]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Wheelbarrows   ||  No || 10000 ||       || hauled items&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Minecart]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Minecarts      ||  No&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 50000 || 50000 || hauled items;&amp;lt;br /&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage]]&amp;lt;br /&amp;gt;Terrarium&amp;lt;br /&amp;gt;Aquarium&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 6000 || 6000 || Creatures, Vermin&amp;lt;br /&amp;gt;Aquarium: Water&lt;br /&gt;
            || No || Cage || Terrarium&amp;lt;br /&amp;gt;Aquarium || Cage || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal trap]]&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 3000 || || Vermin, Bait&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffin]]&amp;lt;br /&amp;gt;Casket&amp;lt;br /&amp;gt;Sarcophagus&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Coffins        || Yes || 6000 || || Creature/Vermin Corpses/Remains&lt;br /&gt;
            || Coffin || Casket || Coffin || Sarcophagus || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon rack]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Weapon Racks   || Yes || 6000 || || Weapons&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor stand]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Armor Stands   || Yes || 6000 || || Armor&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Brewing and extracting can store any amount of liquid within a barrel or flask&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are like Barrels but with different capacities.&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195687</id>
		<title>v0.34:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195687"/>
		<updated>2014-01-20T12:20:48Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
*[[screw pump]]: (10)&lt;br /&gt;
*[[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power. For security, one can make an axle-train cross a moat by first going down the moat, across, and then up. Or perhaps a screw pump will make a floor-type security-wall for a downward axle.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but have only the horizontal variant. Rollers consume 2x more power per tile than axles and need more materials. But they aren't used to connect along their direction anyway, and axles don't transfer perpendicularly on their ow. When compared to axles ''combined with gear assemblies'', rollers are good.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Gear assembly'''&lt;br /&gt;
|&lt;br /&gt;
|'''Roller (1x1)'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Axles+Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
Axles vs. Rollers (a single U- or Z- connection):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Of course, a non-switching power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) needs extra gears in the middle, thus rollers are far more efficient, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels):&lt;br /&gt;
{|&lt;br /&gt;
|'''Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT|╟|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Axles vs. Rollers (water powerplant side bus):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Water wheel&amp;lt;br/&amp;gt; (groups)&lt;br /&gt;
! Length&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 19&lt;br /&gt;
| 3 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 4 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195686</id>
		<title>v0.34:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195686"/>
		<updated>2014-01-20T12:19:17Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Power transfer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
*[[screw pump]]: (10)&lt;br /&gt;
*[[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power. For security, one can make an axle-train cross a moat by first going down the moat, across, and then up. Or perhaps a screw pump will make a floor-type security-wall for a downward axle.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but have only the horizontal variant. Rollers consume 2x more power per tile than axles and need more materials. But they aren't used to connect along their direction anyway, and axles don't transfer perpendicularly on their ow. When compared to axles ''combined with gear assemblies'', rollers are good.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Gear assembly'''&lt;br /&gt;
|&lt;br /&gt;
|'''Roller (1x1)'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1|| || || ||2|| || || ||3&lt;br /&gt;
|-&lt;br /&gt;
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&lt;br /&gt;
{|&lt;br /&gt;
|'''Axles+Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
Axles vs. Rollers (a single U- or Z- connection):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 20&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Of course, a non-switching power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) needs extra gears in the middle, thus rollers are far more efficient, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels):&lt;br /&gt;
{|&lt;br /&gt;
|'''Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
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|{{RT|╟|7:0:0}}&lt;br /&gt;
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&lt;br /&gt;
Axles vs. Rollers (water powerplant side bus):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Water wheel&amp;lt;br/&amp;gt; (groups)&lt;br /&gt;
! Length&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 19&lt;br /&gt;
| 3 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 4 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195685</id>
		<title>v0.34:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195685"/>
		<updated>2014-01-20T12:17:51Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
*[[screw pump]]: (10)&lt;br /&gt;
*[[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power. For security, one can make an axle-train cross a moat by first going down the moat, across, and then up. Or perhaps a screw pump will make a floor-type security-wall for a downward axle.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but have only the horizontal variant. Rollers consume 2x more power per tile than axles and need more materials. But they aren't used to connect along their direction anyway, and axles don't transfer perpendicularly on their ow. When compared to axles ''combined with gear assemblies'', rollers are good.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Gear assembly'''&lt;br /&gt;
|&lt;br /&gt;
|'''Roller (1x1)'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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{|&lt;br /&gt;
|'''Axles+Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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Axles vs. Rollers (a single U- or Z- connection):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axle+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 19&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Of course, a non-switching power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) needs extra gears in the middle, thus rollers are far more efficient, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels):&lt;br /&gt;
{|&lt;br /&gt;
|'''Gears'''&lt;br /&gt;
|'''Rollers'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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Axles vs. Rollers (water powerplant side bus):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Water wheel&amp;lt;br/&amp;gt; (groups)&lt;br /&gt;
! Length&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! Axles+Gears&amp;lt;br/&amp;gt;Materials&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Power&lt;br /&gt;
! one Roller&amp;lt;br/&amp;gt;Materials&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 19&lt;br /&gt;
| 3 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 4 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195677</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195677"/>
		<updated>2014-01-20T09:04:03Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Numbers behind the scene */ it's negative!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[death|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
&lt;br /&gt;
== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
&lt;br /&gt;
===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction.&lt;br /&gt;
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, carts will usually only spend one tick on an active roller and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. It requires power, which can be inconvenient or impractical.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (10+4900)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (10-4900)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
&lt;br /&gt;
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195676</id>
		<title>v0.34:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195676"/>
		<updated>2014-01-20T08:59:19Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
*[[screw pump]]: (10)&lt;br /&gt;
*[[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power. For security, one can make an axle-train cross a moat by first going down the moat, across, and then up. Or perhaps a screw pump will make a floor-type security-wall for a downward axle.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but have only the horizontal variant. Rollers consume 2x more power per tile than axles and need more materials. But they aren't used to connect along their direction anyway, and axles don't transfer perpendicularly on their ow. When compared to axles ''combined with gear assemblies'', rollers are good.&lt;br /&gt;
&lt;br /&gt;
Axles vs. Rollers (a single U- or Z- connection):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Power&amp;lt;br/&amp;gt; (Axle+Gears)&lt;br /&gt;
! Materials&amp;lt;br/&amp;gt; (Axle+Gears)&lt;br /&gt;
! Power&amp;lt;br/&amp;gt; (one Roller)&lt;br /&gt;
! Materials&amp;lt;br/&amp;gt; (one Roller)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Of course, a non-switched power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) needs extra gears in the middle, thus rollers are far more efficient, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels):&lt;br /&gt;
&lt;br /&gt;
Axles vs. Rollers (water powerplant side bus):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Water wheel rows&lt;br /&gt;
! Length&lt;br /&gt;
! Power&amp;lt;br/&amp;gt; (Axle+Gears)&lt;br /&gt;
! Materials&amp;lt;br/&amp;gt; (Axle+Gears)&lt;br /&gt;
! Power&amp;lt;br/&amp;gt; (one Roller)&lt;br /&gt;
! Materials&amp;lt;br/&amp;gt; (one Roller)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 19&lt;br /&gt;
| 3 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 26&lt;br /&gt;
| 4 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195675</id>
		<title>v0.34:Power</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Power&amp;diff=195675"/>
		<updated>2014-01-20T08:41:31Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Power]] is used to drive devices, typically replacing or improving tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] at a [[millstone]].  Power is produced by [[windmill]]s and [[water wheel]]s.&lt;br /&gt;
&lt;br /&gt;
==Power requirements==&lt;br /&gt;
*[[Axle]]: (1) per tile (horizontal axles and vertical axles both)&lt;br /&gt;
*[[Gear assembly]]: (5)&lt;br /&gt;
*[[Millstone]]: (10)&lt;br /&gt;
*[[screw pump]]: (10)&lt;br /&gt;
*[[Minecart#Roller|Roller]]: (2) per roller&lt;br /&gt;
&lt;br /&gt;
==Power transfer==&lt;br /&gt;
&amp;lt;!-- How to move power --&amp;gt;&lt;br /&gt;
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down.  Axles are classified as &amp;quot;horizontal&amp;quot; or &amp;quot;vertical&amp;quot;, with the former going north/south or east/west, and with the latter going up or down [[Z-level]]s.  Axles must terminate at a device, or a gear assembly, or another axle of the same kind.  You cannot transfer power from a horizontal to a vertical axle (or from a north/south to an east/west horizontal axle) without a gear assembly. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them.  Vertical axles are always placed one tile at a time, and may be as tall as you wish.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies take up a single tile and transfer power to any device, axle or gear assembly within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.  Gear assemblies can also be linked to a [[lever]] to disengage them, which will stop power transfer through that tile.  Don't do this with gears that are supporting machinery above them, as the machinery may collapse.&lt;br /&gt;
&lt;br /&gt;
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power. For security, one can make an axle-train cross a moat by first going down the moat, across, and then up. Or perhaps a screw pump will make a floor-type security-wall for a downward axle.&lt;br /&gt;
&lt;br /&gt;
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.&lt;br /&gt;
Single-tile rollers transfer power in all four cardinal directions. Rollers transfer power perpendicular to their direction and ''may'' transfer along their direction (it's unreliable).&lt;br /&gt;
Rollers need 1 rope and exactly as many mechanisms as an axle would need wood; they also may be built individually up to 10 tiles long, but only horizontally.&lt;br /&gt;
Axles vs. Rollers in numbers:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Length&lt;br /&gt;
! Power&amp;lt;br/&amp;gt; (Axle+Gears)&lt;br /&gt;
! Materials&amp;lt;br/&amp;gt; (Axle+Gears)&lt;br /&gt;
! Power&amp;lt;br/&amp;gt; (one Roller)&lt;br /&gt;
! Materials&amp;lt;br/&amp;gt; (one Roller)&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism&lt;br /&gt;
| 4&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 2 Mechanism, 1 Wood&lt;br /&gt;
| 6&lt;br /&gt;
| 1 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 8&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 13&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 10&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| 15&lt;br /&gt;
| 2 Mechanism, 2 Wood&lt;br /&gt;
| 14&lt;br /&gt;
| 2 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 16&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 16&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 17&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 18&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 18&lt;br /&gt;
| 2 Mechanism, 3 Wood&lt;br /&gt;
| 20&lt;br /&gt;
| 3 Mechanism, 1 Rope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
In a non-switched power bus (e.g. collecting power from water wheels or feeding many pumps on the same level) rollers are clearly more efficient: they have power drain 1/5 of gears, though not trivial to connect at the ends (with water wheel arrays it's easier to alternate sides, connecting through the end wheels).&lt;br /&gt;
&lt;br /&gt;
==Frozen Components==&lt;br /&gt;
Machine components on natural ice floors will freeze solid. This also causes all connected components to stop working.&lt;br /&gt;
When you look at a component using 'q', you can see if the component is &amp;quot;frozen&amp;quot; (not working because it is frozen solid) or &amp;quot;frozen elsewhere&amp;quot; (not working because another component is frozen solid).&lt;br /&gt;
&lt;br /&gt;
Re-activating frozen machinery is plagued with bugs - removing frozen parts frequently fails to remove the &amp;quot;frozen elsewhere&amp;quot; status of connected machinery, and removing or disconnecting machine parts that aren't frozen themselves can render still-frozen parts operative. {{bug|2295}}&lt;br /&gt;
&lt;br /&gt;
Seasonally frozen machinery will reliably return to working order when the ice thaws.&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Building_list&amp;diff=195674</id>
		<title>v0.34:Building list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Building_list&amp;diff=195674"/>
		<updated>2014-01-20T07:03:57Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:23, 17 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The building list screen is accessed from the main view by pressing {{k|Shift}} - {{k|R}}. A list of the buildings (along with their owners) is displayed, along with any differences in actual value and perceived value by the owner (due to material preferences). If a room in the list appears in red, then it is a [[room]] which overlaps with some other defined room-space, drastically reducing the quality value of these rooms. &lt;br /&gt;
&lt;br /&gt;
On some buildings, specifically those that need the [[architecture]] [[skill]] to be built ([[trade depot]]s, [[bridge]]s, [[archery target]]s, [[furnace]]s, [[pump]]s, [[road]]s, etc.), the [[quality]] levels of both the design and the construction (as well as the names of the dwarves involved) can be viewed by pressing {{k|Enter}}.&lt;br /&gt;
The building's material given on the list is set by the first requested build item, if any.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195673</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=195673"/>
		<updated>2014-01-20T06:27:03Z</updated>

		<summary type="html">&lt;p&gt;TBeholder: /* Roller */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[death|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
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The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.&lt;br /&gt;
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== Basic Minecart Usage ==&lt;br /&gt;
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track where the minecart will start and stop. &lt;br /&gt;
&lt;br /&gt;
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stands at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called &amp;quot;Push/Haul Vehicles&amp;quot; and is turned on by default.&lt;br /&gt;
&lt;br /&gt;
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.&lt;br /&gt;
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===Capacity and weights ===&lt;br /&gt;
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. &lt;br /&gt;
&lt;br /&gt;
'''Examples of the capacity of one cart'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| [[stone]]&lt;br /&gt;
| 5&lt;br /&gt;
|- &lt;br /&gt;
| [[wood|log]]&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[block]]/[[bar]]&lt;br /&gt;
| 83&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitchen|prepared meals]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Trap_component#Spiked_ball|spiked balls]]&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|mace]]&lt;br /&gt;
| 625&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon#Native_weapons|spears]]&lt;br /&gt;
| 1250&lt;br /&gt;
|-&lt;br /&gt;
| [[cloth]]&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
'''Weights of different carts'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type of cart&lt;br /&gt;
! Empty cart&lt;br /&gt;
! Fully loaded (items)&lt;br /&gt;
|-&lt;br /&gt;
| oaken minecart &lt;br /&gt;
| 28Γ&lt;br /&gt;
| 378Γ (10 oak logs)&lt;br /&gt;
|- &lt;br /&gt;
| platinum minecart&lt;br /&gt;
| 856Γ&lt;br /&gt;
| 10482Γ (gold bars)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creating tracks ===&lt;br /&gt;
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.&lt;br /&gt;
&lt;br /&gt;
====Simple tracks====&lt;br /&gt;
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'''Carved'''&lt;br /&gt;
&lt;br /&gt;
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.  Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings.&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor. &lt;br /&gt;
&lt;br /&gt;
====Ramps====&lt;br /&gt;
&lt;br /&gt;
'''Carved'''&lt;br /&gt;
&lt;br /&gt;
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
'''Constructed'''&lt;br /&gt;
&lt;br /&gt;
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.&lt;br /&gt;
&lt;br /&gt;
'''Examples of ramps'''&lt;br /&gt;
&lt;br /&gt;
A simple ramp would look like this: &lt;br /&gt;
 z +0   z +1&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
 ═▲o    ░▼═&lt;br /&gt;
 ░░░░   ░░░░&lt;br /&gt;
o : wall&lt;br /&gt;
&lt;br /&gt;
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the &amp;quot;below&amp;quot; direction and another one to the wall of the &amp;quot;upward&amp;quot; direction. If you wanted to change direction on a ramp from east to north:&lt;br /&gt;
&lt;br /&gt;
 z +0    z +1  &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
 ░░░░░   ══╗░░ &lt;br /&gt;
  =▲░░   ░░▼░░ &lt;br /&gt;
 ░░░░░   ░░░░░ &lt;br /&gt;
&lt;br /&gt;
you would need to connect the ramp on z +0 both to the west and to the north by issuing two &amp;quot;carve track&amp;quot; commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.&lt;br /&gt;
&lt;br /&gt;
=== Hauling route ===&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
==== Route ====&lt;br /&gt;
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
==== Track stop ====&lt;br /&gt;
There are two types of stops.  The first is the type you set in the {{k|h}}auling menu, by hitting {{k|s}} while highlighting the route (or a stop within) you've already designated.  This designates a loading/unloading location for a minecart.  For clarity in this section this will be referenced as a hauling stop, otherwise this gets confusing with Track Stops.  The actual Track Stop, which is constructed via {{k|b}} {{k|C}} {{k|S}}, allows for slowing/halting of pushed and/or ridden carts as well as automated dumping.  &lt;br /&gt;
&lt;br /&gt;
Hauling stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.  &lt;br /&gt;
&lt;br /&gt;
It is important to note that hauling stop order is enforced, even if there is no track.  A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.&lt;br /&gt;
&lt;br /&gt;
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. &lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart.  Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
* See [[#More_on_Track_stop |More on Track Stops]]&lt;br /&gt;
&lt;br /&gt;
===== Stockpile links =====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
[[#More_on_Track_stop| See More on Track stop]]&lt;br /&gt;
&lt;br /&gt;
===== Departure condition =====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
=== Step-by-step tutorial ===&lt;br /&gt;
&lt;br /&gt;
Let's construct a simple minecart route.  This route will move stone blocks from an input stockpile to an output stockpile.  We'll begin by creating the stockpiles:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-1.png|Stockpiles designated.]]&lt;br /&gt;
&lt;br /&gt;
The input stockpile is on the left; the output stockpile is on the right.  We'll be moving blocks from left to right.  Disable bins in both stockpiles, and set the input stockpile to accept only from links.  Then make the stockpile take from the mason's workshop where the blocks are being produced.&lt;br /&gt;
&lt;br /&gt;
Next, carve the track:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-2.png|Track carving designation.]]&lt;br /&gt;
&lt;br /&gt;
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control.  Now, wait for your engravers to come along and carve the track into the stone.  (Your haulers will probably also fill up the input stockpile while you wait.)&lt;br /&gt;
&lt;br /&gt;
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-3.png|Track carved.]]&lt;br /&gt;
&lt;br /&gt;
When the track has been carved, it will look like the above (the track will be solid instead of flashing).  Now, order a track stop to be constructed next to the output stockpile:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-4.png|Track stop designation.]]&lt;br /&gt;
| [[File:minecart-example-5.png|Select dumping direction.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop.  We want our blocks to be dumped into the output stockpile east of the track stop.  Then wait for a mechanic to come along and build the track stop.&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-6.png|Track stop constructed.]]&lt;br /&gt;
&lt;br /&gt;
Now we'll define the actual ''route''.  This is done in the {{k|h}}auling menu.  Press {{k|r}} to begin defining a route.  Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-7.png|Stop 1 designation.]]&lt;br /&gt;
| [[File:minecart-example-8.png|Route definition, in progress.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| [[File:minecart-example-9.png|Stop 2 designation.]]&lt;br /&gt;
| [[File:minecart-example-10.png|Route definition, two stops.]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| [[File:minecart-example-11.png|Stops are not defined yet.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several user interface features to note at this point.  The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them.  In the lower right corner, we see what the {{DFtext|!|#ff0}} means.  Also, note that the second stop is labeled in white, while the other two lines are grey.  The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.&lt;br /&gt;
&lt;br /&gt;
Next we need to define what our stops do.  We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return.  Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up.  By default, the stop has three conditions:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-12.png|Default stop definition.]]&lt;br /&gt;
&lt;br /&gt;
We don't want any of these, so press {{k|x}} three times to delete them.  This leaves us with a blank stop.  Now we can add the conditions we actually want.  Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east.  Then press {{k|c}} to change the condition from empty to full.  This will instruct the minecart to be guided east when full of desired items.&lt;br /&gt;
&lt;br /&gt;
To set the desired items, we create a stockpile link.  Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile.  Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen.  Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.&lt;br /&gt;
&lt;br /&gt;
When you've done all that, stop 1 should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-13.png|Stop 1, defined.]]&lt;br /&gt;
&lt;br /&gt;
Stop 2 is much simpler.  All we need to do is have the minecart return to the input stop.  So, make a condition and change the direction:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-14.png|Stop 2, defined.]]&lt;br /&gt;
&lt;br /&gt;
Finally, we just have to assign our minecart.  Go back to the route definition screen, and press {{k|v}}.  Select the minecart, and press {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Now we've got everything set up:&lt;br /&gt;
&lt;br /&gt;
[[File:minecart-example-15.png|Route, fully defined.]]&lt;br /&gt;
&lt;br /&gt;
The V is red because the minecart hasn't been moved onto the track yet.  Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.&lt;br /&gt;
&lt;br /&gt;
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully.  When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right.  Automatic quantum dumping!&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&lt;br /&gt;
'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.&lt;br /&gt;
* See [[#Quirks|Quirks]]&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Advanced usage and automation ==&lt;br /&gt;
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with &amp;quot;track&amp;quot; condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
=== More on Track stop === &lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). &lt;br /&gt;
&lt;br /&gt;
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate.  Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]).  It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off.  &lt;br /&gt;
&lt;br /&gt;
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface.  Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available).  Items falling on top of a minecart will '''not''' fall &amp;quot;inside&amp;quot; the minecart.  Use with caution; dwarves have fragile skulls.{{bug|5945}}&lt;br /&gt;
&lt;br /&gt;
=== Automated propulsion ===&lt;br /&gt;
==== Roller ====&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps).  Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction.&lt;br /&gt;
Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
==== Impulse ramps ====&lt;br /&gt;
Carts can be given momentum without rollers or changing z-level through a phenomenon called &amp;quot;impulse ramps&amp;quot;. If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.&lt;br /&gt;
&lt;br /&gt;
Example of straight impulse acceleration:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
═╚╚╚╚╚╚╚╚╚╚═&lt;br /&gt;
═ : Normal track &lt;br /&gt;
╔,╚,╗,╝ : N/E Track/Ramp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. &lt;br /&gt;
&lt;br /&gt;
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.&lt;br /&gt;
&lt;br /&gt;
Example of an impulse elevator:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 z +0    z +1    z +2    z +3&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░&lt;br /&gt;
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░&lt;br /&gt;
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░&lt;br /&gt;
 ░░░░░   ░░░░░   ░░░░░   ░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : Wall&lt;br /&gt;
╔,╚,╗,╝ : Track/Ramp&lt;br /&gt;
▼ : Down Ramp (empty space)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Controlling traffic ===&lt;br /&gt;
&lt;br /&gt;
==== Switching ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however. &lt;br /&gt;
&lt;br /&gt;
       -&amp;gt;&lt;br /&gt;
 A╞════RD════╡B&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The roller 'R' pushes the cart east, but until the &amp;quot;departure condition&amp;quot; is fulfilled, the door 'D' remains closed and blocks the path. &lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.&lt;br /&gt;
&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥                  B╥&lt;br /&gt;
       ║                   ║&lt;br /&gt;
       ║         -&amp;gt;        ║&lt;br /&gt;
       ║                   ║&lt;br /&gt;
 A╞════╚════╡C       A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'R' is a roller pushing from  East to West.&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
This switch is very reliable, carts will usually only spend one tick on an active roller and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. It requires power, which can be inconvenient or impractical.  An alternative non-powered solution uses controlled derailment, or a connecting bridge.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════╝D ════╡C&lt;br /&gt;
&lt;br /&gt;
Here the track between A and C is not continuous. The only continuous track is A-&amp;gt;B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).&lt;br /&gt;
&lt;br /&gt;
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers. To gain sufficient speed, a cart must be accelerated by ramps, either by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.&lt;br /&gt;
&lt;br /&gt;
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C.  &lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       ║&lt;br /&gt;
 A╞════bbb════╡C&lt;br /&gt;
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long &amp;quot;lead times&amp;quot; when switching tracks via bridge.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.&lt;br /&gt;
&lt;br /&gt;
==== Controlling Speed ====&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:&lt;br /&gt;
&lt;br /&gt;
Will derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗-&amp;gt; &lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
Will not derail at &amp;gt; 0.5 m/s:&lt;br /&gt;
&lt;br /&gt;
 in  ═╗O&lt;br /&gt;
      |&lt;br /&gt;
      v&lt;br /&gt;
     out&lt;br /&gt;
&lt;br /&gt;
O is wall.&lt;br /&gt;
&lt;br /&gt;
This behavior can be used to build a &amp;quot;speed limiter&amp;quot;, that will ensure that when a minecart exits it is traveling below derail speed:&lt;br /&gt;
&lt;br /&gt;
      OOOO&lt;br /&gt;
 in  ═╔═╗O&lt;br /&gt;
 out ═╬═╝O&lt;br /&gt;
     O╚S╝O&lt;br /&gt;
     OOOOO&lt;br /&gt;
&lt;br /&gt;
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.&lt;br /&gt;
&lt;br /&gt;
=== Loading liquids ===&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.&lt;br /&gt;
&lt;br /&gt;
== Quirks ==&lt;br /&gt;
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.&lt;br /&gt;
&lt;br /&gt;
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;quot;Push&amp;quot; and &amp;quot;Ride&amp;quot; is whether the dwarf will go along with the cart or not. When set to &amp;quot;Push&amp;quot;, the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to &amp;quot;Ride&amp;quot;, the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction with no &amp;quot;exit&amp;quot; in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]], however.&lt;br /&gt;
&lt;br /&gt;
=== Numbers behind the scene ===&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:&lt;br /&gt;
&lt;br /&gt;
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.&lt;br /&gt;
&lt;br /&gt;
Every tick the cart accumulates distance units, as well as slows down depending on current tile (speed is reduced by &amp;quot;friction&amp;quot; of the tile). The cart will move to the next tile the tick before accumulating 100000 distance units, (or several tiles in case of great speed), then the leftover distance units are added to the default 100000 distance u. of the next tile. Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.&lt;br /&gt;
&lt;br /&gt;
A push will teleport a cart to the beginning of the next tile (NOT the middle!) in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will accelerate a cart to roller speed, and it will start to accumulate regular track friction past the middle of the roller tile. Some track features will affect a minecart when it is past the middle of the previous tile: entering a ramp or a hole/drop will happen when the cart has left the middle of the previous tile, and the ramp will gain additional distance unit depending on the leftover units from the previous tile. When a cart leaves a ramp it will emerge after one tick in the middle of the next regular tile, so its entry coordinate is &amp;quot;50000-speed+friction&amp;quot;. Rollers also affect the speed of minecart from the middle of the previous tile.&lt;br /&gt;
&lt;br /&gt;
Friction of tiles:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tile&lt;br /&gt;
! Friction&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Tracks&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Ground/Floor&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| Unusable ramp&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Upwards ramp&lt;br /&gt;
| 4910 (4900+10)&lt;br /&gt;
|-&lt;br /&gt;
| Downwards ramp&lt;br /&gt;
| -4890 (4900-10)&lt;br /&gt;
|-&lt;br /&gt;
| Corner track &lt;br /&gt;
| 10&lt;br /&gt;
| Speed reduced by 1000 upon leaving the corner tile&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (highest)&lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (high)&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (medium)&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (low)&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| Track stop (lowest)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Additional (WaterLevel - 1) * 100&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Magma&lt;br /&gt;
| Additional (WaterLevel - 1) * 500&lt;br /&gt;
| [[#Skipping|See Skipping]]&lt;br /&gt;
|-&lt;br /&gt;
| Empty space&lt;br /&gt;
| 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Impulse sources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Push&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])&lt;br /&gt;
&lt;br /&gt;
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.&lt;br /&gt;
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).&lt;br /&gt;
# You will be presented with the following options:&lt;br /&gt;
[[File:minecart adventure mode menu.png|left]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. &lt;br /&gt;
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.&lt;br /&gt;
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If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}&lt;br /&gt;
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]], [[trade|traded away]], or [[Melt item|melted]] at a [[smelter]].{{bug|6242}}&lt;br /&gt;
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{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
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[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>TBeholder</name></author>
	</entry>
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