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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Activity_zone&amp;diff=175770</id>
		<title>v0.34:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Activity_zone&amp;diff=175770"/>
		<updated>2012-07-23T20:40:21Z</updated>

		<summary type="html">&lt;p&gt;Telarin: Removed note about thieves/snatchers escaping when assigned to a pit as this has not been the case for several versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:19, 6 April 2012 (UTC)}}{{av}} {{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which [[dwarf|dwarves]] are instructed to perform specific tasks, such as [[fishing]], dumping objects, or collecting [[water]]. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help 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. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The maximum size of an activity zone is 31x31.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone to satisfy their thirst, to tend to another thirsty dwarf, or to fill a Pond zone.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The above advice for '''water source''' zones is applicable to fishing zones. You can fish through a [[grate]] or even a [[well]], provided there is water in the well 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{k|d}}, {{k|b}}, {{k|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal [[corpse]]s or [[bones]], and then are randomly filled by haulers as the items become available on the map.&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 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;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarves to have [[refuse hauling]] [[labor]] enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]]. &lt;br /&gt;
Items dumped into [[magma]] (provided they are not [[magma safe]]) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;[[forbid]]den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{k|d}}, {{k|b}}, {{k|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
Previously dumped items are regarded as 'refuse' and will not be recognized (or re-dumped) unless 'gather refuse from outside' is enabled in your orders.&lt;br /&gt;
&lt;br /&gt;
:Notes&lt;br /&gt;
* Garbage dumps are great space savers because they can hold an infinite number of items on one tile. If the dump is designated inside a workshop, the workshop will not become cluttered.&lt;br /&gt;
* It may be a good idea, to set a garbage dump in a stone workshop, then fill it with nearby stones. Reclaim them {{k|d}}{{k|b}}{{k|c}}, but make sure, that your dwarves will not haul them into a far stone stockpile.&lt;br /&gt;
* However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per the intended behavior, items will be dumped into the magma.&lt;br /&gt;
* If you designate an area {{k|d}}{{k|b}}{{k|d}} to dump, everything in that area will be dumped starting with the deepest item. This means, if you have a food stockpile, with a barrel, inside some bags with dwarven flour, then both the barrel, bag, and flour will be designated for dump, and the order will be: flour (you will lose any milled plant / liquid if hauled from the container), bag, barrel.&lt;br /&gt;
* If you want to quickly sort out a stockpile (make several plant specific ones instead of one plant stockpile), dump your barrels (one by one {{k|k}}{{k|d}}), and all your barrels are inside the garbage dump, you can area dump it {{k|d}}{{k|b}}{{k|d}} making your dwarves to run much less. (Technically they should just stay still, and unload the contents). After you have finished (and redesignated your new plant specific stockpiles), claim your plants and barrels {{k|d}}{{k|b}}{{k|c}}.&lt;br /&gt;
* If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will continue hauling / using the item, until an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
== Pen/[[Pasture]] ==&lt;br /&gt;
:shortcut {{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. Many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus (note that the assigned creatures can eat all of the grass in a pen/pasture and then starve).  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 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;
:Shortcut {{k|p}}&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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
Note that not all hostile creatures can safely be dragged to a pit opening. Large creatures will escape on being released from their cage. See [[Mass pitting]] for more information on pit design involving hostile creatures. &amp;quot;Thieves/snatchers&amp;quot; includes the common goblin thief, but also animals such as chimpanzees.&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.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&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;
:shortcut {{k|c}}&lt;br /&gt;
&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;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
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 get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
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, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. [[Sculpture garden|Statue gardens]] and [[zoo]]s are intrinsically meeting halls, as are [[room]]s defined from a [[well]]. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming [[cave adaptation|cave-adapted]].&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming [[friend]]s (or forming a [[grudge]]).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:''See also: [[Healthcare#Setting_up_a_Hospital|Setting up a Hospital]]''&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
 &lt;br /&gt;
A hospital zone allows [[wound]]ed dwarves to rest, receive care, and be [[healthcare|treated]]. Dwarves can still rest, be cared for and receive some treatments in any fortress bed but in order for doctors to use medical furniture they must be designated in a hospital zone. Hospital zones will claim any [[traction bench]]es, [[caste|casting powder]], [[splint]]s, [[crutch]]es, [[table]]s, [[bed]]s, [[thread]], [[cloth]], [[soap]], [[bucket]]s and some [[container]]s within its area. 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;
:Shortcut {{k|t}}&lt;br /&gt;
&lt;br /&gt;
An animal training zone allows animals to be [[Animal trainer|trained]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[Chain|restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. &lt;br /&gt;
&lt;br /&gt;
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;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Hospital stores more materials than assigned. {{Bug|191}} {{Bug|4406}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=175425</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=175425"/>
		<updated>2012-07-17T19:47:28Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Capacity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring a dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct, and can be very expensive to build, resource-wise.&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;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&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 existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&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 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;
*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 larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is usually the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. 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;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders. 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;
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 dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&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 striates of constructed track. It's also worth noting that bridges do not automatically have a low pathfinding traffic priority assigned to them, however.&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|r}}oute 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).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
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;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&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;
== 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. Behavior at T-intersections has not yet been conclusively determined{{verify}}. 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;
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;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&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.&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 used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; 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 upon activation. 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;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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.&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;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[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, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axles, or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&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, rollers do not affect minecarts when disengaged: 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;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&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╥&lt;br /&gt;
       ║&lt;br /&gt;
       RO&lt;br /&gt;
       RO&lt;br /&gt;
 A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'O's represent walls that keep the cart on the track during the switching process&lt;br /&gt;
The 'R's are a single 3 tile roller pushing from South to North on slow speed (slowest is too slow to get the minecart to change directions, and I have not yet experimented with higher speeds).&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;
== 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;
&amp;lt;br&amp;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;
&amp;lt;br&amp;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;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&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 833 units of magma. This is enough magma to increase the depth of a single tile by 2.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&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;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door{{bug|6056}}&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173820</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173820"/>
		<updated>2012-06-27T13:19:38Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct and can be very expensive to build, resource-wise.&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;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&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 existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a (natural) ramp, you must designate the ramp '''and one square beyond''' in the direction you want the track to go. Take into account that minecart ramps '''must''' have a solid block on the side opposite to the track, or it will be unusable (despite not being marked so in-game).&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 larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. 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;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders. 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;
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 dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&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 striates of constructed track. It's also worth noting that bridges do not automatically have a low pathfinding traffic priority assigned to them, however.&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|r}}oute 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).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
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;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&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;
== 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 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. Behavior at T-intersections has not yet been conclusively determined{{verify}}. 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;
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;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&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.&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 used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; 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 upon activation. 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;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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.&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;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[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, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axles, or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&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, rollers do not affect minecarts when disengaged: 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;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&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╥&lt;br /&gt;
       ║&lt;br /&gt;
       RO&lt;br /&gt;
       RO&lt;br /&gt;
 A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'O's represent walls that keep the cart on the track during the switching process&lt;br /&gt;
The 'R's are a single 3 tile roller pushing from South to North on slow speed (slowest is too slow to get the minecart to change directions, and I have not yet experimented with higher speeds).&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;
== 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:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;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;
&amp;lt;br&amp;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;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&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. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=6040 Bug 0006040]&lt;br /&gt;
*[http://www.bay12games.com/dwarves/mantisbt/view.php?id=6056 0006056: Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door]&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173321</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173321"/>
		<updated>2012-06-14T20:53:57Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Switching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct and can be very expensive to build, resource-wise.&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;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&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 existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a (natural) ramp, you must designate the ramp '''and one square beyond''' in the direction you want the track to go. Take into account that minecart ramps '''must''' have a solid block on the side opposite to the track, or it will be unusable (despite not being marked so in-game).&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 larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. 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;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders.&lt;br /&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 dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&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 large long striates of constructed track.&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|r}}oute 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).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
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;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&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;
== 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 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. Behavior at T-intersections has not yet been conclusively determined{{verify}}. The cart's behaviour 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;
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;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects|megaproject]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&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.&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 ToadyOne 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 used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; 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 upon activation. 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;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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.&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;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[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, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axels or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&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.&lt;br /&gt;
&lt;br /&gt;
Rollers can not be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&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╥&lt;br /&gt;
       ║&lt;br /&gt;
       RO&lt;br /&gt;
       RO&lt;br /&gt;
 A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'O's represent walls that keep the cart on the track during the switching process&lt;br /&gt;
The 'R's are a single 3 tile roller pushing from South to North on slow speed (slowest is too slow to get the minecart to change directions, and I have not yet experimented with higher speeds).&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;
== 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:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;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;
&amp;lt;br&amp;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;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&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;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173320</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173320"/>
		<updated>2012-06-14T20:53:19Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Switching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct and can be very expensive to build, resource-wise.&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;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&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 existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a (natural) ramp, you must designate the ramp '''and one square beyond''' in the direction you want the track to go. Take into account that minecart ramps '''must''' have a solid block on the side opposite to the track, or it will be unusable (despite not being marked so in-game).&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 larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. 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;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders.&lt;br /&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 dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&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 large long striates of constructed track.&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|r}}oute 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).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
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;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&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;
== 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 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. Behavior at T-intersections has not yet been conclusively determined{{verify}}. The cart's behaviour 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;
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;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects|megaproject]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&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.&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 ToadyOne 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 used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; 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 upon activation. 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;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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.&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;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[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, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axels or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&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.&lt;br /&gt;
&lt;br /&gt;
Rollers can not be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&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╥&lt;br /&gt;
      ║&lt;br /&gt;
      RO&lt;br /&gt;
      RO&lt;br /&gt;
A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'O's represent walls that keep the cart on the track during the switching process&lt;br /&gt;
The 'R's are a single 3 tile roller pushing from South to North on slow speed (slowest is too slow to get the minecart to change directions, and I have not yet experimented with higher speeds).&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;
== 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:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;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;
&amp;lt;br&amp;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;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&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;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173319</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173319"/>
		<updated>2012-06-14T20:52:45Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct and can be very expensive to build, resource-wise.&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;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&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 existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a (natural) ramp, you must designate the ramp '''and one square beyond''' in the direction you want the track to go. Take into account that minecart ramps '''must''' have a solid block on the side opposite to the track, or it will be unusable (despite not being marked so in-game).&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 larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. 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;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders.&lt;br /&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 dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&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 large long striates of constructed track.&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|r}}oute 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).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
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;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&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;
== 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 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. Behavior at T-intersections has not yet been conclusively determined{{verify}}. The cart's behaviour 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;
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;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects|megaproject]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&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.&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 ToadyOne 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 used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; 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 upon activation. 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;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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.&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;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[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, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axels or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&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.&lt;br /&gt;
&lt;br /&gt;
Rollers can not be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&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╥&lt;br /&gt;
      ║&lt;br /&gt;
      RO&lt;br /&gt;
      RO&lt;br /&gt;
A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
The 'O's represent walls that keep the cart on the track during the switching process&lt;br /&gt;
The 'R's are a single 3 tile roller pushing from South to North on slow speed (slowest is too slow to get the minecart to change directions, and I have not yet experimented with higher speeds).&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;
== 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:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;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;
&amp;lt;br&amp;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;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&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;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173318</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=173318"/>
		<updated>2012-06-14T20:48:39Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Roller */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct and can be very expensive to build, resource-wise.&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;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&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 existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a (natural) ramp, you must designate the ramp '''and one square beyond''' in the direction you want the track to go. Take into account that minecart ramps '''must''' have a solid block on the side opposite to the track, or it will be unusable (despite not being marked so in-game).&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 larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. 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;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders.&lt;br /&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 dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&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 large long striates of constructed track.&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|r}}oute 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).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
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;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&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;
== 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 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. Behavior at T-intersections has not yet been conclusively determined{{verify}}. The cart's behaviour 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;
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;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects|megaproject]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&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.&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 ToadyOne 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 used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; 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 upon activation. 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;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. 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.&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;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[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, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axels or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&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.&lt;br /&gt;
&lt;br /&gt;
Rollers can not be powered from above.&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:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;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;
&amp;lt;br&amp;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;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&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;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hive&amp;diff=168738</id>
		<title>v0.34 Talk:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hive&amp;diff=168738"/>
		<updated>2012-03-27T17:45:38Z</updated>

		<summary type="html">&lt;p&gt;Telarin: Created page with &amp;quot;The hive limits may be based on biome or some other factor. My current fortress has 52 hives with no restriction messages, however, if I add a 53rd hive, I get the &amp;quot;too many hive...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The hive limits may be based on biome or some other factor. My current fortress has 52 hives with no restriction messages, however, if I add a 53rd hive, I get the &amp;quot;too many hives, output limited&amp;quot; message. --[[User:Telarin|Telarin]] 17:45, 27 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=146971</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=146971"/>
		<updated>2011-04-24T17:13:31Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house {{L|honey bee}}s.  A {{L|tool|hive}} must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln, glass furnace or metalsmith's forge using stone, wood, ceramics, glass or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is {{L|Tile attributes|above ground}}.  A dwarf with the {{L|beekeeping}} labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  &lt;br /&gt;
&lt;br /&gt;
You can find out if a hive has bees, and whether or not it has a honeycomb ready to collect by using the View I{{k|t}}ems in Buildings menu.&lt;br /&gt;
&lt;br /&gt;
Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform {{L|bumblebee}}s into honey bees, so a wild bumblebee colony will work if no honey bee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the {{L|honeycomb}} and {{L|royal jelly}}, assuming he has access to a suitable {{L|jug}} in which to put the royal jelly.  This process kills the bees.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a {{L|screw press}} workshop to yield {{L|wax}} and {{L|honey}}.&lt;br /&gt;
&lt;br /&gt;
It may be possible to move a hive, but the easiest way to move it is to simply split one into the new location, turn off the original one, and harvest it.&lt;br /&gt;
&lt;br /&gt;
Honeybees in their artificial hive can and will sting your dwarves. Worker bees occasionally appear within a few tiles of a hive and are presumed to be responsible for stinging dwarves. It is likely that an inexperienced beekeeper will receive a bee sting when gathering the products of a hive.  Additionally, it has been observed that placing a {{L|Activity zone#Meeting Area|Meeting zone}} next to hives puts idle dwarves at serious risk of being stung.  &lt;br /&gt;
&lt;br /&gt;
Bee stings currently seem to be inconsequential. Bee stings do not appear to be recorded as wounds, but the {{L|Health screen}} will show &amp;quot;Slight pain&amp;quot; for the stung dwarf, which can trigger a &amp;quot;recover wounded&amp;quot; task. This can trigger good thoughts about being rescued and resting, even though the hospital stay was instantaneous. Being stung does not seem to produce a bad thought. But don't be surprised if your refuse pile fills up with bees that have been punched to death.&lt;br /&gt;
&lt;br /&gt;
There appears to be an upper limit on how many built hives can be active at a time. Once you hit that limit, additional hives will have the message &amp;quot;Too many hives *No output&amp;quot; when examined.&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jug&amp;diff=146970</id>
		<title>v0.31:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jug&amp;diff=146970"/>
		<updated>2011-04-24T17:08:00Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:21, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jugs''' are a type of {{L|container}}, made from {{L|ceramic}} at a {{L|kiln}}, from {{L|glass}} at a {{L|glass furnace}} or from stone by a {{L|stone crafter}}.  They are used in {{l|Beekeeping industry|beekeeping}} to store royal jelly or at a {{L|screw press}} to store honey or rock nut oil. Jugs made from earthenware need to be {{L|glaze}}d before they can be used to hold liquids like honey. Jugs are stored in the Tools section of the Finished Goods stockpile.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jug&amp;diff=146969</id>
		<title>v0.31 Talk:Jug</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jug&amp;diff=146969"/>
		<updated>2011-04-24T17:07:26Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* What stockpiles hold empty jugs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What stockpiles hold empty jugs? ==&lt;br /&gt;
&lt;br /&gt;
They appear to be going into my finished goods piles, but I don't have them on - unless they're a kind of goblet? --[[User:Bombcar|Bombcar]] 02:17, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Jugs go into the Finished Goods-&amp;gt;Tools stockpile section, along with hives and nest boxes. There doesn't seem to be any way to segregate those items further, unless they happen to be made from different materials --[[User:Telarin|Telarin]] 17:07, 24 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I almost want to say Furnutire/seige ammo..... under Box's and stuff......not to sure tho.--[[User:Terrais|Terrais]] 03:27, 28 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: ''Large'' jugs (pots) go under Furniture. Jugs can be stored in bins like hives / crafts / toys / instruments --[[User:Zooeyglass|Zooeyglass]] 21:04, 30 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Jugs/pots vs Large jugs/pots ==&lt;br /&gt;
&lt;br /&gt;
It's probably worth putting in a distinction about these: large jugs are storage vessels much like a barrel. They store food or drink (but if earthenware, only when glazed). Jugs (the small version) seem only to be used to take royal jelly from hives, ''but'' I'd like someone else to confirm this. --[[User:Zooeyglass|zooeyglass]] 09:46, 31 March 2011 (UTC)&lt;br /&gt;
:There's no such thing as a &amp;quot;large jug&amp;quot; or a &amp;quot;pot&amp;quot; - if you look at the raws (specifically, item_tool.txt), you'll see that it's either a '''jug''' or a '''large pot'''. --[[User:Quietust|Quietust]] 16:08, 2 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wooden Jugs?? ==&lt;br /&gt;
In the craftdwarf you can make &amp;quot;wooden Jug&amp;quot; and you get &amp;quot;&amp;lt;wood&amp;gt; jug&amp;quot;, is it a bug?? what's the point in making these? are they small barrels?? --[[User:Kaos|Kaos]] 15:22, 2 April 2011 (UTC)&lt;br /&gt;
:Jugs are a long-term equivalent to buckets, not barrels - they cannot store solid objects. --[[User:Quietust|Quietust]] 16:08, 2 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=127998</id>
		<title>v0.31 Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=127998"/>
		<updated>2010-09-23T16:27:05Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Core vs. Total Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to be able to make stockpiles for just bones and shells, by making a refuse stockpile with only those two enabled. I cannot find either in the stockpile menu any more. --Kydo 07:11, 2 April 2010 (UTC)&lt;br /&gt;
:I find that a stockpile set to only contain 'body parts' will include bones, shells, and skulls, but unfortunately will also include nervous tissue, hair, cartilage, etc.  --[[User:Soronhen|Soronhen]] 21:36, 3 April 2010 (UTC)&lt;br /&gt;
::+1 really annoying. --[[Special:Contributions/92.202.78.49|92.202.78.49]] 10:33, 8 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
A specific stone block stockpile is sitting empty at the surface, while there are dozens of obsidian / gabbro / etc blocks at my mason's workshop. A general 'bar/block stockpile' seems to take it all, but when my forges are set up 50 z-levels below my stone constructions, that isn't very helpful. Potential bug? (BertieB) --[[Special:Contributions/87.194.186.154|87.194.186.154]] 21:24, 3 April 2010 (UTC)&lt;br /&gt;
:Rock blocks are under metal blocks right now. Every rock listed individually. Quite possibly a bug, yes. [[Special:Contributions/130.234.181.158|130.234.181.158]] 22:14, 26 April 2010 (UTC)&lt;br /&gt;
:I have the same thing happen for rock furniture. A stockpile set to accept only rock furniture is sitting empty and all the rock furniture has been put in a metal-only furniture stockpile. Seems that all rock items are viewed as metal items.&lt;br /&gt;
&lt;br /&gt;
==40d version==&lt;br /&gt;
&lt;br /&gt;
Any objections to copying over the 40d version of this article since it's essentially the same thing, perhaps adding an addendum that you can no longer make bone stockpiles but body part stockpiles [[User:Numeral|Numeral]] 18:08, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
This article has been demoted from Dwarven to human, as it contains one red link, and one unverified claim.&lt;br /&gt;
&lt;br /&gt;
== Take from Stockpile ==&lt;br /&gt;
I see it listed here, but in my experience this command doesn't really work in 0.31 yet. Has anybody had any luck at all using take from stockpile in the new system yet? --[[User:Doctorzuber|Doctorzuber]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing Stockpile Option ==&lt;br /&gt;
I am having trouble finding the Wood Blocks stockpile option? Not sure if its just me or if its really hidden, perhaps making a note somewhere in the page would be beneficial to let people know whats going on with this? --[[User:Backlands|--Backlands]] 18:56, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animal Cages ==&lt;br /&gt;
I cant seem to create a stockpile for empty cages, and a stockpile for full cages. I looked over the entire list of animals but fail to see any method for separating them which is very annoying for trying to keep empty cages near my cage traps, and full cages near my arena. Dose anyone have a way todo this? I also dont see anything related to storage of animal traps, which isnt a problem for me, but its still worth looking into. (EDIT) Nevermind I noticed that U and J toggle empty cages/traps.&lt;br /&gt;
&lt;br /&gt;
== Core vs. Total Quality ==&lt;br /&gt;
Has anyone figured out what the difference between core and total quality are in stockpile settings. I assume the core quality is just the quality designation of the item, but what is total quality?&lt;br /&gt;
:as far as I can figure, core quality refers to the quality of the good itself, while total quality refers to the combination of that with the quality of various decorations and dye. I believe some spading is in order. --[[User:Eurytus|Eurytus]] 18:22, 22 September 2010 (UTC)&lt;br /&gt;
::This is what I figured as well, but having trouble figuring out just how &amp;quot;Total Quality&amp;quot; is calcuated. I will do some testing to see if I can determine if it is one of the following:&lt;br /&gt;
*Quality of highest decoration&lt;br /&gt;
*Sum of decoration and item qualities&lt;br /&gt;
*Average of all qualities&lt;br /&gt;
Hopefully it is one of those, if not I'll try to determine what it is exactly.&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=127921</id>
		<title>v0.31 Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Stockpile&amp;diff=127921"/>
		<updated>2010-09-22T16:32:24Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I used to be able to make stockpiles for just bones and shells, by making a refuse stockpile with only those two enabled. I cannot find either in the stockpile menu any more. --Kydo 07:11, 2 April 2010 (UTC)&lt;br /&gt;
:I find that a stockpile set to only contain 'body parts' will include bones, shells, and skulls, but unfortunately will also include nervous tissue, hair, cartilage, etc.  --[[User:Soronhen|Soronhen]] 21:36, 3 April 2010 (UTC)&lt;br /&gt;
::+1 really annoying. --[[Special:Contributions/92.202.78.49|92.202.78.49]] 10:33, 8 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
A specific stone block stockpile is sitting empty at the surface, while there are dozens of obsidian / gabbro / etc blocks at my mason's workshop. A general 'bar/block stockpile' seems to take it all, but when my forges are set up 50 z-levels below my stone constructions, that isn't very helpful. Potential bug? (BertieB) --[[Special:Contributions/87.194.186.154|87.194.186.154]] 21:24, 3 April 2010 (UTC)&lt;br /&gt;
:Rock blocks are under metal blocks right now. Every rock listed individually. Quite possibly a bug, yes. [[Special:Contributions/130.234.181.158|130.234.181.158]] 22:14, 26 April 2010 (UTC)&lt;br /&gt;
:I have the same thing happen for rock furniture. A stockpile set to accept only rock furniture is sitting empty and all the rock furniture has been put in a metal-only furniture stockpile. Seems that all rock items are viewed as metal items.&lt;br /&gt;
&lt;br /&gt;
==40d version==&lt;br /&gt;
&lt;br /&gt;
Any objections to copying over the 40d version of this article since it's essentially the same thing, perhaps adding an addendum that you can no longer make bone stockpiles but body part stockpiles [[User:Numeral|Numeral]] 18:08, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
This article has been demoted from Dwarven to human, as it contains one red link, and one unverified claim.&lt;br /&gt;
&lt;br /&gt;
== Take from Stockpile ==&lt;br /&gt;
I see it listed here, but in my experience this command doesn't really work in 0.31 yet. Has anybody had any luck at all using take from stockpile in the new system yet? --[[User:Doctorzuber|Doctorzuber]] 02:31, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing Stockpile Option ==&lt;br /&gt;
I am having trouble finding the Wood Blocks stockpile option? Not sure if its just me or if its really hidden, perhaps making a note somewhere in the page would be beneficial to let people know whats going on with this? --[[User:Backlands|--Backlands]] 18:56, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animal Cages ==&lt;br /&gt;
I cant seem to create a stockpile for empty cages, and a stockpile for full cages. I looked over the entire list of animals but fail to see any method for separating them which is very annoying for trying to keep empty cages near my cage traps, and full cages near my arena. Dose anyone have a way todo this? I also dont see anything related to storage of animal traps, which isnt a problem for me, but its still worth looking into. (EDIT) Nevermind I noticed that U and J toggle empty cages/traps.&lt;br /&gt;
&lt;br /&gt;
== Core vs. Total Quality ==&lt;br /&gt;
Has anyone figured out what the difference between core and total quality are in stockpile settings. I assume the core quality is just the quality designation of the item, but what is total quality?&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=127018</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=127018"/>
		<updated>2010-09-03T19:18:43Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
:Every time one of my dwarves has cleaned a tile, they also clean the tiles adjacent to it, including walls. --[[User:Telarin|Telarin]] 19:18, 3 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;br /&gt;
:Suggestions should be posted [http://www.bay12forums.com/smf/index.php?board=5.0 where the people who can implement them can see], it's not going to be seen here, sadly. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:27, 12 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ashery&amp;diff=127016</id>
		<title>v0.31:Ashery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ashery&amp;diff=127016"/>
		<updated>2010-09-03T18:54:52Z</updated>

		<summary type="html">&lt;p&gt;Telarin: Added lye to materials used as it can be the raw material for potash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:11, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Ashery&lt;br /&gt;
|key=y&lt;br /&gt;
|job=&lt;br /&gt;
*{{L|Potash maker|Potash Making}}&lt;br /&gt;
*{{L|Lye maker|Lye Making}} &lt;br /&gt;
|construction=&lt;br /&gt;
1 each&lt;br /&gt;
*{{L|Block}}&lt;br /&gt;
*{{L|Barrel}}&lt;br /&gt;
*{{L|Bucket}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
*{{L|Potash maker|Potash Making}}&lt;br /&gt;
*{{L|Lye maker|Lye Making}}&lt;br /&gt;
|use=&lt;br /&gt;
*{{L|Ash}}&lt;br /&gt;
*{{L|Lye}}&lt;br /&gt;
|production=&lt;br /&gt;
*{{L|Lye}}&lt;br /&gt;
*{{L|Potash}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Ashery''' is a {{L|workshop}} used to make {{l|lye}}, as well as making {{l|potash}} from {{l|ash}} or {{l|lye}}. To build an ashery, you need a {{L|block}}, a {{L|barrel}}, a {{L|bucket}}, and someone with the {{L|potash maker|potash making}} or {{L|Lye maker|lye making}} {{L|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Lye is one of the main ingredients for {{l|soap}}, which is used for {{l|cleaning}} {{l|wound|wounds}} and the fortress, while potash is used for fertilizing {{l|farm plot|farms}}, allowing an increased output of {{l|plants}}.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
&lt;br /&gt;
:*{{L|Soap}}&lt;br /&gt;
:*{{L|Farming}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126950</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126950"/>
		<updated>2010-09-02T15:50:52Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Do traffic costs affect the 'closeness' of objects for decoration? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
:I believe they use the actual 3d distance, they don't take into account traffic costs, or pathing at ALL.&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
:From what I have seen, they will use the bones for crafts, however, they will not butcher partial skeletons of goblins, so you have to wait like 10 years for them to fall apart on their own. They will also pick up goblin bones for decorating with bone, carry it to the workshop, and then cancel the job with a &amp;quot;No improvable item&amp;quot; message. This last behavior is currently listed as a bug on the bug tracker. --[[User:Telarin|Telarin]] 15:48, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am thinking that adding a table with the following columns might be a good idea:&lt;br /&gt;
*Decoration Type&lt;br /&gt;
*Shop Type&lt;br /&gt;
*Material Used&lt;br /&gt;
*Skill Used&lt;br /&gt;
*Decoratable Item Types&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Telarin|Telarin]] 15:46, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126949</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126949"/>
		<updated>2010-09-02T15:48:24Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Bone Ethics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
:From what I have seen, they will use the bones for crafts, however, they will not butcher partial skeletons of goblins, so you have to wait like 10 years for them to fall apart on their own. They will also pick up goblin bones for decorating with bone, carry it to the workshop, and then cancel the job with a &amp;quot;No improvable item&amp;quot; message. This last behavior is currently listed as a bug on the bug tracker. --[[User:Telarin|Telarin]] 15:48, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am thinking that adding a table with the following columns might be a good idea:&lt;br /&gt;
*Decoration Type&lt;br /&gt;
*Shop Type&lt;br /&gt;
*Material Used&lt;br /&gt;
*Skill Used&lt;br /&gt;
*Decoratable Item Types&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Telarin|Telarin]] 15:46, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126948</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126948"/>
		<updated>2010-09-02T15:46:59Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Types of items to stud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am thinking that adding a table with the following columns might be a good idea:&lt;br /&gt;
*Decoration Type&lt;br /&gt;
*Shop Type&lt;br /&gt;
*Material Used&lt;br /&gt;
*Skill Used&lt;br /&gt;
*Decoratable Item Types&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Telarin|Telarin]] 15:46, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126946</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126946"/>
		<updated>2010-09-02T15:45:04Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Types of items to stud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am thinking that adding a table with the following columns might be a good idea:&lt;br /&gt;
*Decoration Type&lt;br /&gt;
*Shop Type&lt;br /&gt;
*Material Used&lt;br /&gt;
*Skill Used&lt;br /&gt;
*Decoratable Item Types&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126945</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126945"/>
		<updated>2010-09-02T15:44:13Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Types of items to stud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am thinking that adding a table with the following columns might be a good idea:&lt;br /&gt;
Decoration Type&lt;br /&gt;
Shop Type&lt;br /&gt;
Material Used&lt;br /&gt;
Skill Used&lt;br /&gt;
Decoratable Item Types&lt;br /&gt;
&lt;br /&gt;
Thoughts?&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126944</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126944"/>
		<updated>2010-09-02T15:42:55Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Types of items to stud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;br /&gt;
:At least armor and furniture, as I'm currently looking at it. [[User:Matakuka|Matakuka]] 18:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am thinking that adding a table with the following columns might be a good idea:&lt;br /&gt;
Decoration Type&lt;br /&gt;
Shop Type&lt;br /&gt;
Material Used&lt;br /&gt;
Skill Used&lt;br /&gt;
Decoratable Item Types&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=126677</id>
		<title>v0.31:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=126677"/>
		<updated>2010-08-31T16:12:43Z</updated>

		<summary type="html">&lt;p&gt;Telarin: Noted that Native Platinum occurs in Olivine in Small Clusters as well as Veins.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Ores''' are a type of {{l|stone}} that can be used to create {{l|bar}}s of pure {{l|metal}}s and {{l|alloy}}s at the {{l|smelter}}.  Many ores are quite valuable as mined, and a {{l|mason}} or {{l|stone crafter}} can work them the same as any stone.  However, ores fall into the {{l|economic stone}} category, and so must be designated for non-restricted use in the {{l|z-stone}} menu.  Others can be combined when initially smelted into alloys, while others must first be made into bars of pure metal and then ''those'' combined to create the desired alloy.&lt;br /&gt;
&lt;br /&gt;
All ores are {{l|fire-safe}} material.  Some are also {{l|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
Note that in some cases ore {{l|value#material value|value}} (given below) and {{l|metal}} value are not the same (Bismuth, Iron ores). Alloys, too, often have a higher value than the ores/metals they are made of. In most cases furniture made from the ore is as valuable as furniture made from a pure (non-alloy) metal, while requiring one-third the raw materials and significantly less processing.&lt;br /&gt;
&lt;br /&gt;
Metal ores with two possible metals listed below always create the first metal when {{l|smelting}}, but have a chance of creating the second metal as well. Different rules apply to creating alloys.&lt;br /&gt;
&lt;br /&gt;
Nearly all unmined ores are represented by the {{Raw Tile|£|#FFF|#000}} symbol.  Exceptions are native aluminum, bismuthinite, and magnetite (which appear as {{Raw Tile|^|#FFF|#000}}, {{Raw Tile|%|#FFF|#000}}, and {{Raw Tile|~|#FFF|#000}}, respectively), as well as cinnabar and cobaltite (which appear as {{Raw Tile|£|#FFF|#000}} but cannot be refined into mercury or cobalt as they would be in real life).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore&lt;br /&gt;
! Found in&lt;br /&gt;
! Metal created&lt;br /&gt;
! Value&lt;br /&gt;
! Metal value&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Raw adamantine|Adamantine, raw}} *||The depths||{{l|Adamantine}} *||250||300&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native aluminum|Aluminum, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(S)'''||{{l|Aluminum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Bismuthinite}}||{{l|Granite}}'''(S)'''||{{l|Bismuth}}||1||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Cassiterite}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Granite}}'''(V)'''||{{l|Tin}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native copper|Copper, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(V)''', {{l|Sandstone}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Galena}}||All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)''', All {{l|Metamorphic layer|Metamorphic}}'''(V)''', {{l|Granite}}'''(V)''', {{l|Limestone}}'''(V)'''||{{l|Lead}}, {{l|Silver|Silver (50%)}}||5||2 (10)&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Garnierite}}||{{l|Gabbro}}'''(V)'''||{{l|Nickel}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native gold|Gold, native}}||All {{l|stone|Igneous}}'''(V)''', All {{l|Alluvial layer|Alluvial}}'''(S)'''||{{l|Gold}}||30||30&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Hematite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)''', All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Horn silver}}||{{l|Native silver}}'''(S)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Limonite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Magnetite}}||All {{l|Sedimentary layer|Sedimentary}}'''(L)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Malachite}}||{{l|Limestone}}'''(V)''', {{l|Marble}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native platinum|Platinum, native}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Olivine}}'''(V,S)''', {{l|Magnetite}}'''(V)''', {{l|Chromite}}'''(S)'''||{{l|Platinum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native silver|Silver, native}}||{{l|Granite}}'''(V)''', {{l|Gneiss}}'''(V)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Sphalerite}}||All {{l|Metamorphic layer|Metamorphic}}'''(V)'''||{{l|Zinc}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Tetrahedrite}}||All {{l|Stone}}'''(V)'''||{{l|Copper}}, {{l|Silver|Silver (20%)}}||3||2 (10)&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|raw adamantine}}/{{l|adamantine}} does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.)''&lt;br /&gt;
&lt;br /&gt;
===See Also:===&lt;br /&gt;
&lt;br /&gt;
:* {{l|Smelting}}&lt;br /&gt;
:* {{l|Metal}}s&lt;br /&gt;
:* {{l|Vein|Clusters &amp;amp; Veins}}&lt;br /&gt;
:* {{l|Exploratory mining}}&lt;br /&gt;
:* {{l|The Non-Dwarf's Guide to Rock}}&lt;br /&gt;
:* {{l|stone}}&lt;br /&gt;
:* {{l|gem}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Ore| }}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nail&amp;diff=126622</id>
		<title>v0.31 Talk:Nail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nail&amp;diff=126622"/>
		<updated>2010-08-30T15:08:58Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article, along with [[hoof]] and possibly a few others, should all redirect to some umbrella article.--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What about rolling them all into the [[Body parts]]? --[[User:Telarin|Telarin]] 15:08, 30 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nail&amp;diff=126621</id>
		<title>v0.31 Talk:Nail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nail&amp;diff=126621"/>
		<updated>2010-08-30T15:08:22Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article, along with [[hoof]] and possibly a few others, should all redirect to some umbrella article.--[[User:Albedo|Albedo]] 22:54, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What about rolling them all into the [[Body Parts]]? --[[User:Telarin|Telarin]] 15:08, 30 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126399</id>
		<title>v0.31 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Decoration&amp;diff=126399"/>
		<updated>2010-08-26T13:06:50Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone decorations?==&lt;br /&gt;
Artifacts and objects made by other civs can have stone decorations. Is that another thing which is not possible in fortress mode? --[[User:Niggy|Niggy]] 17:58, 5 June 2010 (UTC)&lt;br /&gt;
:I've got an artifact coffer, made by a mason, who used four pieces of chert.  It ended up with &amp;quot;encrusted&amp;quot;, &amp;quot;adorned with rings&amp;quot;, &amp;quot;menaces with spikes&amp;quot;, and an &amp;quot;image of a large roach&amp;quot;.  So your artifacts can get stone decorations.  Other civs don't trade artifacts to you.  Their objects... um, elves do primarily wood decorations, and humans seem to prefer bone and such.  My dwarves tend to stone, yes, but they also do gems and bone and metal.&lt;br /&gt;
:I'd thus assume it's dependent on your civilizations.  They'll do decorations based on what they have available to them, with an emphasis on what substances they prefer. --[[User:DeMatt|DeMatt]] 18:49, 5 June 2010 (UTC)&lt;br /&gt;
::Now that I reread your question, I think I misunderstood the first time.  No, you can't put stone decorations on things.  Artifacts may end up with stone decorations, but there's currently no way for you to deliberately put stone on items.  Kinda makes sense, given that stones are, well, big enough to carve whole tables and doors out of. --[[User:DeMatt|DeMatt]] 00:13, 6 June 2010 (UTC)&lt;br /&gt;
==Do traffic costs affect the 'closeness' of objects for decoration?==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You cannot specify a specific object for a dwarf to decorate. Dwarves will use the closest suitable object.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Is that the closest suitable object after adjusting for [[traffic]] costs, or are traffic costs ignored?&lt;br /&gt;
&lt;br /&gt;
== Famous artifact is famous. ==&lt;br /&gt;
&lt;br /&gt;
During the first winter at one of my forts, my carpenter got a [[strange mood|wild hair up her nethers]] and produced a three-log [[artifact]] [[barrel]].  Word must have traveled fast, because the next dwarven [[caravan]] that arrived had a (≡&amp;amp;laquo;-topaz scepter-&amp;amp;raquo;≡) decorated with, among other things, an image of said barrel... including the cheese held within and its identifying number in my stockpiles.  Bug? --[[User:Onul Rigothzas|Onul Rigothzas]] 11:55, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Ethics ==&lt;br /&gt;
&lt;br /&gt;
My dwarves couldn't care less about using goblin bones for crafts and whatnot. Can anyone else check that this is the rule and not the exception? --[[Special:Contributions/162.83.223.4|162.83.223.4]] 15:03, 20 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of items to stud ==&lt;br /&gt;
&lt;br /&gt;
What kinds of items can be studded with metal? Just weapons, or both weapons and armor, or are there other things as well? --[[User:Telarin|Telarin]] 13:06, 26 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=126012</id>
		<title>v0.31:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Millstone&amp;diff=126012"/>
		<updated>2010-08-19T21:46:23Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|21:54, 28 June 2010 (UTC)}}&lt;br /&gt;
{{Workshop|name=Millstone|key=M|job={{l|Miller|Milling}}&lt;br /&gt;
|construction=&lt;br /&gt;
* Millstone&lt;br /&gt;
* {{l|Mechanism}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{l|Mechanic}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{l|Blade weed}}&lt;br /&gt;
* {{l|Cave wheat}}&lt;br /&gt;
* {{l|Dimple cup}}&lt;br /&gt;
* {{l|Hide root}}&lt;br /&gt;
* {{l|Longland grass}}&lt;br /&gt;
* {{l|Sliver barb}}&lt;br /&gt;
* {{l|Sweet pod}}&lt;br /&gt;
* {{l|Whip vine}}&lt;br /&gt;
* An empty {{l|bag}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{l|Emerald dye}}&lt;br /&gt;
* {{L|Flour|Dwarven wheat flour}}&lt;br /&gt;
* {{l|Dimple dye}}&lt;br /&gt;
* {{l|Redroot dye}}&lt;br /&gt;
* {{L|Flour|Longland flour}}&lt;br /&gt;
* {{l|Sliver dye}}&lt;br /&gt;
* {{l|Dwarven sugar}}&lt;br /&gt;
* {{l|Whip vine flour}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain {{l|plants}} to make {{L|sugar}}, {{l|flour}} and {{l|dye}}. Each {{l|milling}} job requires an empty {{l|bag}}. To operate, it needs to be connected to a mechanical {{l|power}} source such as a {{l|water wheel}} or {{l|windmill}} that supplies it with 10 power units. If none is available, a {{l|quern}} can be used instead. Before they can be placed as a building, you must first construct the millstone at a {{l|Mason's workshop}}.&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A millstone can be placed in a hanging state, however, it will not actually be constructed as the builder needs to be able to stand on the square on which it is being built. Because of this, a millstone must be powered from above or from the side, not from below in order to be able to complete construction.&lt;br /&gt;
&lt;br /&gt;
==An Example Setup==&lt;br /&gt;
As it is most efficient to set up workshops near their materials sources, usually by putting stockpiles next to them, it's common for millstones to be set up near farm plots.  Putting a millstone just under the surface lets it be powered by a windmill on the surface, like so:&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side view'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{l|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=125313</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=125313"/>
		<updated>2010-08-13T16:10:54Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
::seems to work fine now&amp;lt;sup&amp;gt;(x.12)&amp;lt;/sup&amp;gt;. The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:25, 13 August 2010 (UTC)&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
:Obviously not intentional. Confirmed bug, anyone?[[User:The Architect|The Architect]] 06:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:When I use gypsum to make plaster, it results in an item of powder called &amp;quot;Adamantine&amp;quot;!  Worth three hundred dwarfbucks, but I can't find any use for it.  It shocked me to see it in the trade screen.&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;br /&gt;
==Links==&lt;br /&gt;
The link for Plaster Cast needs to go to the specific section of the Healthcare page, and not just to the top of that long dissertation. Unfortunately, I just don't remember how to do that. Note that some of the other links may also need &amp;quot;doctoring&amp;quot;.[[User:The Architect|The Architect]] 06:37, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpile ==&lt;br /&gt;
&lt;br /&gt;
I cannot figure out what stockpile settings specify a bag of Gypsum plaster.&lt;br /&gt;
&lt;br /&gt;
They seem to fall under the 'Furniture/Siege Ammo' category, but I cannot make a stockpile that will take them to the exclusion of other furniture.  The 'Sand Bags' setting doesn't seem to affect bags of plaster, nor can I get the Material and Metal settings to just choose plaster.&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to do this?  If so please add it to the Wiki!&lt;br /&gt;
--[[User:Cubittus|Cubittus]] 13:45, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure about a bag of gypsum plaster but gypsum plaster shows up Stones&lt;br /&gt;
&lt;br /&gt;
::The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:26, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: There seems to be no way to store just bags of plaster and exclude empty bags as far as I can tell. Hopefully we will get an option for that in the stockpile menu in the future. --[[User:Telarin|Telarin]] 16:10, 13 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=125312</id>
		<title>v0.31 Talk:Gypsum plaster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gypsum_plaster&amp;diff=125312"/>
		<updated>2010-08-13T15:59:47Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Stockpile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems to be intended to be stored in hospitals and used for plaster casts, but I can't seem to get it to work. -[[User:Soronhen|Soronhen]] 04:09, 2 April 2010 (UTC)&lt;br /&gt;
:Same here. [[User:Garanis|Garanis]] 23:09, 2 April 2010 (UTC)&lt;br /&gt;
:It seems to be bugged, currently. [[User:BaronVonYiffington|BaronVonYiffington]] 23:53, 2 April 2010 (UTC)&lt;br /&gt;
::seems to work fine now&amp;lt;sup&amp;gt;(x.12)&amp;lt;/sup&amp;gt;. The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:25, 13 August 2010 (UTC)&lt;br /&gt;
== gypsum plaster ==&lt;br /&gt;
&lt;br /&gt;
so, it seems to be called gypsum plaster no matter what rock you make it out of, is this intentional? --[[Special:Contributions/68.13.196.21|68.13.196.21]] 22:47, 4 April 2010 (UTC)&lt;br /&gt;
:Obviously not intentional. Confirmed bug, anyone?[[User:The Architect|The Architect]] 06:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:When I use gypsum to make plaster, it results in an item of powder called &amp;quot;Adamantine&amp;quot;!  Worth three hundred dwarfbucks, but I can't find any use for it.  It shocked me to see it in the trade screen.&lt;br /&gt;
&lt;br /&gt;
==Powder Page==&lt;br /&gt;
Given the stocks menu category listing multiple things under Powder, should there be a disambiguation page, or at least tags on this page? The previous Powder page has been moved here rather than linked to all of the item types listed as Powders.--[[User:The Architect|The Architect]] 23:29, 8 April 2010 (UTC)&lt;br /&gt;
==Links==&lt;br /&gt;
The link for Plaster Cast needs to go to the specific section of the Healthcare page, and not just to the top of that long dissertation. Unfortunately, I just don't remember how to do that. Note that some of the other links may also need &amp;quot;doctoring&amp;quot;.[[User:The Architect|The Architect]] 06:37, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stockpile ==&lt;br /&gt;
&lt;br /&gt;
I cannot figure out what stockpile settings specify a bag of Gypsum plaster.&lt;br /&gt;
&lt;br /&gt;
They seem to fall under the 'Furniture/Siege Ammo' category, but I cannot make a stockpile that will take them to the exclusion of other furniture.  The 'Sand Bags' setting doesn't seem to affect bags of plaster, nor can I get the Material and Metal settings to just choose plaster.&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to do this?  If so please add it to the Wiki!&lt;br /&gt;
--[[User:Cubittus|Cubittus]] 13:45, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure about a bag of gypsum plaster but gypsum plaster shows up Stones&lt;br /&gt;
&lt;br /&gt;
::The article is updated to show how to store plaster bags. --[[Special:Contributions/87.215.138.2|87.215.138.2]] 03:26, 13 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: There seems to be no way to store just bags of plaster and exclude empty bags as far as I can tell. Hopefully we will get an option for that in the stockpile menu in the future.&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125298</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125298"/>
		<updated>2010-08-13T14:22:10Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things, allowing things to &amp;quot;fall to the bottom&amp;quot; of a magma pipe before finally burning to death. Also workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|semi-molten rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
=={{L|Magma sea}}==&lt;br /&gt;
The Magma sea is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston. A full discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to 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.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world. Volcanoes are an endless source of magma so they will always refill themselves.&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 {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125297</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=125297"/>
		<updated>2010-08-13T14:18:15Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things, allowing things to &amp;quot;fall to the bottom&amp;quot; of a magma pipe before finally burning to death. Also workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|Semi-molten Rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
=={{L|Magma sea}}==&lt;br /&gt;
The Magma sea is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston. A full discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to 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.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world. Volcanoes are an endless source of magma so they will always refill themselves.&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 {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=122227</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=122227"/>
		<updated>2010-07-22T14:15:08Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Location==&lt;br /&gt;
According to the current info: &amp;quot;If an adamantine veins is located in an embark square, it will be in the center of this square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure this is true. I am currently on a 2x2 embark, and have located 2 adamantine veins. One is vertically centered between the NW and SW embark square, and the other is vertically centered between the NE and SE embark square. They are definitely not located in the center or their respective embark squares. --[[User:Telarin|Telarin]] 14:15, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infobox==&lt;br /&gt;
Uh oh!  I don't know what happened, but the stonelookup template got messed with here, when I used the Rater!  I never understood the Stonelookup template anyway, anyone know how to fix? --[[User:Aescula|Aescula]] 08:16, 26 May 2010 (UTC) (I know, an admin without knowledge of what happened, but...  Yeah.)&lt;br /&gt;
:Looks fine to me... --[[User:Quietust|Quietust]] 12:45, 26 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;br /&gt;
:The message is exactly the same, but I see what you're getting at - I'm going to leave that screenie but go find another of the pillars to insert a little later. --[[User:Retro|Retro]] 02:45, 4 April 2010 (UTC)&lt;br /&gt;
::Could that second image be a little larger in the original, and then get thumbed? Some detail is lost, and it'd be nice to see it &amp;quot;full size&amp;quot;, as an option (as is w/ the announcement image - but no detail was lost in that, natch.)&amp;lt;br /&amp;gt;Oh - and a quick footnote comment/explanation about how that image was achieved would be nice too - keeps newbies from going crazy w/ the vanilla game. --[[User:Albedo|Albedo]] 09:15, 4 April 2010 (UTC)&lt;br /&gt;
:::Absolutely; I didn't realize there was an auto-thumbnailing function thing until I had already shrunken it myself. I'll go and recapture the image and then add the relevant details on how it was done later tonight. --[[User:Retro|Retro]] 21:27, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best Weapons ==&lt;br /&gt;
The part of the article that says &amp;quot;and weapons and armor made from it are very likely among the best possible&amp;quot; is wrong, isn't it? I thought since the material re-write, adamantine made the worst weapons in the game due to their low weight, and thus low force of impact. At the very least, the make terrible hammers and maces now, don't they? --[[Special:Contributions/130.184.250.29|130.184.250.29]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
*They are still better than all the other materials (with the possible exception of slade) even due its low weight. Maybe its weapons aren't as strong as before but they are still better than steel.--[[User:Niggy|Niggy]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Safe mining? ==&lt;br /&gt;
I just had an idea if you did not want to breach HFS, what if you just dig down to lower levels of the tube and carve fortifications? The only danger is ranged attacks from within. And you could be confident that those levels at and above are safe. --[[User:Tarran|Tarran]] 18:46, 13 April 2010 (UTC)&lt;br /&gt;
:The issue is that you don't know where HFS starts - even if you knew where it was, there's a chance that on the way there you'd accidentally pierce a hollow part of the tube and invoke Hell's wrath before you were prepared. If you carve fortifications into the adamantine walls, it only defends you against semi-molten rock. --[[User:Retro|Retro]] 18:51, 13 April 2010 (UTC)&lt;br /&gt;
:Given the actual layout, that could be infeasible - the actual wall around the tube is only 1 tile thick in most places, and the tube itself is usually surrounded either by semi-molten rock (which cannot be mined) or magma (which could be rather problematic to remove); thus, while you could certainly try to carve fortifications, there'd still be the problem of getting into a position from which to carve them. --[[User:Quietust|Quietust]] 18:53, 13 April 2010 (UTC)&lt;br /&gt;
::I'm Talking about tubes that extend past the magma sea, and it's not that much of a problem to dig around the whole vein level... Right?. --[[User:Tarran|Tarran]] 18:58, 13 April 2010 (UTC)&lt;br /&gt;
:::Not all of them actually extend that far beyond the magma, and it's entirely possible (and quite likely) that the hollow part will be within the magma or molten rock. --[[User:Quietust|Quietust]] 19:03, 13 April 2010 (UTC)&lt;br /&gt;
::::What I'm trying to say is that if you use fortifications then you could figure out which levels ''above'' the magma sea are safe, the levels at or below it still require military. --[[User:Tarran|Tarran]] 19:12, 13 April 2010 (UTC)&lt;br /&gt;
:::::Ah, I see - assumed you were talking about deeper levels. Well, that'd make sense for levels above the magma sea certainly, though I don't think it's that likely that above the sea you'd dig into HFS. Mildly practical but certainly no trouble. --[[User:Retro|Retro]] 21:23, 13 April 2010 (UTC)&lt;br /&gt;
::::::Did 7 embarks and used reveal on all 7 the hollow part started at equal or below the semi-molten rock layer each time. [[User:MLegion|MLegion]] 20:25, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adamantite Thread ==&lt;br /&gt;
&lt;br /&gt;
Do Dwarves sutured with Adamantite thread have defensive bonuses? [[User:Ghosteh|Ghosteh]] 23:25, 27 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=119625</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=119625"/>
		<updated>2010-06-26T15:43:21Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Bugs */  - take from stockpile bug fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
This is unfortunately bugged and very few people seem to have gotten it to work.[http://www.bay12games.com/dwarves/mantisbt/view.php?id=86] It leaves dwarfs running around confused rather than moving goods in most situations.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, and XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors, currently{{version|0.31.03}} you cannot create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefullness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}} Fixed. {{version|0.31.07}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}}  Fixed.{{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=119622</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=119622"/>
		<updated>2010-06-26T15:33:30Z</updated>

		<summary type="html">&lt;p&gt;Telarin: Added note about damaged items beings stored on refuse piles as well as the use of bins with refuse piles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}).&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will unallocate the area specified. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behaviour also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
This is unfortunately bugged and very few people seem to have gotten it to work.[http://www.bay12games.com/dwarves/mantisbt/view.php?id=86] It leaves dwarfs running around confused rather than moving goods in most situations.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, and XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors, currently{{version|0.31.03}} you cannot create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimise [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefullness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}}  Fixed.{{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_component&amp;diff=119513</id>
		<title>v0.31 Talk:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_component&amp;diff=119513"/>
		<updated>2010-06-25T12:09:21Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trap Components Value ==&lt;br /&gt;
&lt;br /&gt;
Cost of a trap component depends on its material, as for most items in the game, but also on its SIZE tag value (the more, the costier; dependancy is roughly linear) and number of attacks (2-attack component costs twice as much as 1-attack component).&lt;br /&gt;
MATERIAL_SIZE has no effect on cost.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size&amp;quot; Does this mean that these will work on Trap Immune creatures like Forgotten Beasts as well? --[[User:Telarin|Telarin]] 12:07, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, it would be nice to know how many metal bars it takes to make each of the various trap components, if anyone happens to have that information handy. --[[User:Telarin|Telarin]] 12:09, 25 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_component&amp;diff=119512</id>
		<title>v0.31 Talk:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap_component&amp;diff=119512"/>
		<updated>2010-06-25T12:07:48Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trap Components Value ==&lt;br /&gt;
&lt;br /&gt;
Cost of a trap component depends on its material, as for most items in the game, but also on its SIZE tag value (the more, the costier; dependancy is roughly linear) and number of attacks (2-attack component costs twice as much as 1-attack component).&lt;br /&gt;
MATERIAL_SIZE has no effect on cost.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size&amp;quot; Does this mean that these will work on Trap Immune creatures like Forgotten Beasts as well? --[[User:Telarin|Telarin]] 12:07, 25 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blood&amp;diff=119343</id>
		<title>v0.31 Talk:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blood&amp;diff=119343"/>
		<updated>2010-06-23T03:22:06Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do the caravans bring barrels of blood? What do they expect us to do with it?&lt;br /&gt;
--[[User:Droid|Droid]] 00:44, 6 April 2010 (UTC)&lt;br /&gt;
:I'm sure Queen Urist of [http://www.bay12games.com/forum/index.php?topic=28365.0 Blockedlance] could enlighten you. Though in practical game terms, I have no idea. --[[User:Njero|Njero]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Link for blood-haters: http://www.bay12forums.com/smf/index.php?topic=41916.0 (cleanup utility) [[User:WFrag|WFrag]] 16:20, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Transfusions and Brewing! And by that I mean for curing dwarves with the Pale status [[Special:Contributions/86.147.129.117|86.147.129.117]] 17:21, 9 June 2010 (UTC)&lt;br /&gt;
:I'm not so sure it would be a good idea to pump your dwarves full of giant cave spider blood. Or are we talking axe cop rules here? Just thought of an amusing image of dwarves using screw pumps for transfusions.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:19, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What stockpile option are barrels of blood under? --[[User:Telarin|Telarin]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adamantine&amp;diff=118866</id>
		<title>v0.31 Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adamantine&amp;diff=118866"/>
		<updated>2010-06-17T13:33:17Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magma Seas and Adamantine ==&lt;br /&gt;
&lt;br /&gt;
From what I can tell, HFSs are no longer the only sources of adamantine.  I'm looking at a magma sea with deposits lining the walls.  --[[User:TarrVetus|TarrVetus]] 12:59, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's still [[adamantine]]. Without spoiling too much, I must ask rhetorically: has anything good ever come of mining too much of it? Has there not always been a horrific punishment to go along with the unimaginable wealth it brings? How about you dig a bit deeper, my little lamb... and maybe even deeper... what's the worst that could happen? :3 --[[User:Mr Frog|Mr Frog]] 22:55, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Messed up spoiler position ==&lt;br /&gt;
See the [[Raw adamantine]], The spoiler is in a different position, I'm going to revise it, so all non super-spoily stuff is above the spoiler. --[[User:Tarran|Tarran]] 02:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Okay, that about does it ==&lt;br /&gt;
Not only did my suturer ignore the thread stored in my hospital, no, he had to pick adamantine strands, too --[[Special:Contributions/92.202.58.117|92.202.58.117]] 17:36, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Stockpiles==&lt;br /&gt;
What kind of stockpile are adamantine strands stored on? I can't find an option for them under cloth or any other stockpile category.&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ore&amp;diff=118768</id>
		<title>v0.31 Talk:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ore&amp;diff=118768"/>
		<updated>2010-06-16T13:38:23Z</updated>

		<summary type="html">&lt;p&gt;Telarin: Created page with 'Is anyone opposed to adding a column to the table of ores showing the symbol and color of each ore? --~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is anyone opposed to adding a column to the table of ores showing the symbol and color of each ore? --[[User:Telarin|Telarin]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=118328</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=118328"/>
		<updated>2010-06-13T02:30:04Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
::The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;br /&gt;
:Yes.  I've used them before to seal elves into my depot before flooding it. --[[User:Kyle Solo|Kyle Solo]] 15:48, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also, can the bridge be destroyed by a building destroyer when raised? --[[User:Telarin|Telarin]]&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=117651</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=117651"/>
		<updated>2010-06-09T19:00:58Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
::The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=116581</id>
		<title>v0.31 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=116581"/>
		<updated>2010-06-02T14:33:13Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Toggle Engravings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sidedness effect==&lt;br /&gt;
You know, how in 40d, it'd only affect one side, the side if it was engraved from?  This needs to be rechecked for 2010.  I'm STILL getting used to all of 2010's weirdness, so I'm not touching economy yet. --[[User:Aescula|Aescula]] 02:52, 10 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=116580</id>
		<title>v0.31 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraving&amp;diff=116580"/>
		<updated>2010-06-02T14:31:04Z</updated>

		<summary type="html">&lt;p&gt;Telarin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sidedness effect==&lt;br /&gt;
You know, how in 40d, it'd only affect one side, the side if it was engraved from?  This needs to be rechecked for 2010.  I'm STILL getting used to all of 2010's weirdness, so I'm not touching economy yet. --[[User:Aescula|Aescula]] 02:52, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Toggle Engravings==&lt;br /&gt;
Does anyone have any idea what the &amp;quot;Toggle Engravings&amp;quot; option in the designations menu does? --[[User:Telarin|Telarin]] 14:31, 2 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=113448</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=113448"/>
		<updated>2010-05-22T02:37:18Z</updated>

		<summary type="html">&lt;p&gt;Telarin: /* Raising/Retracting Bridges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence. Using them to control [[flow|fluids]] can save one a ton of mechanisms and time, especially when the fluid in question is free-flowing and not pressurized (by pump, river or hydrostatic anything) and needs a wide tunnel.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of metal, stone or wood. They are first designed by an architect, then require a specialist worker for the material used (e.g. a mason for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
==Raising/Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a mechanics workshop and a dwarf with a the mechanic labour activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The resulting wall is always one z-level tall, regardless of the width of the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies.&lt;br /&gt;
&lt;br /&gt;
The lowering of a drawbridge can also be used as a waste disposal for unwanted stones, refuse, goblins (dead or alive) and nobles, to name a few. Even fluids get destroyed (this is especially useful considering lack of chasms in the new version). However, lowering a drawbridge onto a Forgotten Beast destroys the bridge and does not seem to bother the beast.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Retractable bridges (possibly raising bridges, but this is untested) will not retract when a mounted unit (a unit riding another) is on the bridge. Attempting to do so will create odd results if multiple bridges are connected to the same lever[http://www.youtube.com/watch?v=mS5f_Snz-Y8].&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&lt;br /&gt;
&lt;br /&gt;
Non-[[magma-safe]] bridge will heat up and eventually melt if a tile, which would be normally part of a lowered bridge gets covered in magma. State of the bridge (raised/lowered) doesn't matter, if it's within the bridge's rectangle, it endangers the whole bridge.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Telarin</name></author>
	</entry>
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