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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=172959</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=172959"/>
		<updated>2012-06-09T22:52:58Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to the sum of the input products, which may drastically increase the food's value. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 [[plump helmet|plump helmets]] worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, or use all your booze as part of the ingredients, a good way to create [[fun]] in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies, and with the proper inputs and skill, your kitchen will create a stack that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=172958</id>
		<title>v0.34:Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kitchen&amp;diff=172958"/>
		<updated>2012-06-09T22:52:11Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Storage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:33, 23 October 2010 (UTC)}}{{Workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A kitchen is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to the sum of the input products, which may drastically increase the food's value. Cooked meals [[rot]] more slowly when placed in a stockpile, but any [[seed]]s from raw crops are lost.&lt;br /&gt;
&lt;br /&gt;
If you cook 15 [[plump helmet|plump helmets]] worth 60, and your cook creates a masterpiece, you will receive 15 meals worth 2640.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
There are three different types of food to be cooked:&lt;br /&gt;
*'''Easy meal''' will use two ingredients and will result in '''biscuits'''.&lt;br /&gt;
*'''Fine meal''' uses three ingredients and will result in '''stew'''.&lt;br /&gt;
*'''Lavish meal''' uses four ingredients and will result in '''roasts'''.&lt;br /&gt;
&lt;br /&gt;
Better meals result in larger stacks of food, but require more hauling, take longer to produce and provide slower experience gains for your cook. Also, with a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something he [[Preferences|likes]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==Using Liquid Ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item. If you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get cancelled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the seeds you need for planting, or use all your booze as part of the ingredients, a good way to create [[fun]] in the early stages of the fortress. To suppress the cooking of certain items (such as booze, seeds or tallow) go to the status screen ({{k|z}} key) and then go to ''Kitchen''. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used accordingly.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies, and with the proper inputs and skill, your kitchen will create a stack that is too big to fit into a barrel. If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165195</id>
		<title>v0.34:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165195"/>
		<updated>2012-02-28T08:35:41Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Learning/Teaching swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
'''Swimmers''' can move in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
[[Experience|Dabbling]] or untrained swimmers will start drowning immediately upon contact with water, and require a [[ramp]] or [[stairs|stairway]] to get out. If neither are accessible, they're done for. Fortunately every body of water has ramps since 34.01.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]], and once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Namely, they start drowning. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended. Higher levels only increase the speed when swimming with a legendary swimmer being ''faster'' than he would be while running.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent dying from drowning. While water with a depth of 7/7 is deadly for non-swimmers, less than it will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent from the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim and so to learn.&lt;br /&gt;
&lt;br /&gt;
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves in to the water, so you may need to prevent them from leaving an area (locked door etc) and then fill the area with the required amount of water, or dump them in from the above z-level using a draw bridge.&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;....&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;║  - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;+++▲&amp;lt;/font&amp;gt;║  - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
  ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
  ║.║    - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165194</id>
		<title>v0.34:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165194"/>
		<updated>2012-02-28T08:34:59Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Learning/Teaching swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
'''Swimmers''' can move in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
[[Experience|Dabbling]] or untrained swimmers will start drowning immediately upon contact with water, and require a [[ramp]] or [[stairs|stairway]] to get out. If neither are accessible, they're done for. Fortunately every body of water has ramps since 34.01.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]], and once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Namely, they start drowning. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended. Higher levels only increase the speed when swimming with a legendary swimmer being ''faster'' than he would be while running.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent dying from drowning. While water with a depth of 7/7 is deadly for non-swimmers, less than it will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent from the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim and so to learn.&lt;br /&gt;
&lt;br /&gt;
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves in to the water, so you may need to prevent them from leaving an area (locked door etc) and then fill the area with the required amount of water, or dump them in from the above z-level using a draw bridge.&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;....&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;║ - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;+++▲&amp;lt;/font&amp;gt;║ - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
  ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
  ║.║   - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165193</id>
		<title>v0.34:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165193"/>
		<updated>2012-02-28T08:32:13Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Learning/Teaching swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
'''Swimmers''' can move in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
[[Experience|Dabbling]] or untrained swimmers will start drowning immediately upon contact with water, and require a [[ramp]] or [[stairs|stairway]] to get out. If neither are accessible, they're done for. Fortunately every body of water has ramps since 34.01.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]], and once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Namely, they start drowning. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended. Higher levels only increase the speed when swimming with a legendary swimmer being ''faster'' than he would be while running.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent dying from drowning. While water with a depth of 7/7 is deadly for non-swimmers, less than it will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent from the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim and so to learn.&lt;br /&gt;
&lt;br /&gt;
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves in to the water, so you may need to prevent them from leaving an area (locked door etc) and then fill the area with the required amount of water, or dump them in from the above z-level using a draw bridge.&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
   &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;...&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;║ - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;++++▲&amp;lt;/font&amp;gt;║ - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚═╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
   ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
   ║.║   - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
   ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165192</id>
		<title>v0.34:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165192"/>
		<updated>2012-02-28T08:31:39Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Diagram tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
'''Swimmers''' can move in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
[[Experience|Dabbling]] or untrained swimmers will start drowning immediately upon contact with water, and require a [[ramp]] or [[stairs|stairway]] to get out. If neither are accessible, they're done for. Fortunately every body of water has ramps since 34.01.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]], and once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Namely, they start drowning. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended. Higher levels only increase the speed when swimming with a legendary swimmer being ''faster'' than he would be while running.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent dying from drowning. While water with a depth of 7/7 is deadly for non-swimmers, less than it will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent from the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim and so to learn.&lt;br /&gt;
&lt;br /&gt;
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves in to the water, so you may need to prevent them from leaving an area (locked door etc) and then fill the area with the required amount of water, or dump them in from the above z-level using a draw bridge.&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles for dwarves to voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
   &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;...&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;║ - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;++++▲&amp;lt;/font&amp;gt;║ - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚═╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
   ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
   ║.║   - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
   ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165191</id>
		<title>v0.34:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Swimmer&amp;diff=165191"/>
		<updated>2012-02-28T08:28:53Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Learning/Teaching swimming */ requested diagram from 31-talk, took my best shot at it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Swimmer&lt;br /&gt;
| specialty  = Peasant&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Getting in and out of water&lt;br /&gt;
* Staying calm underwater&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
'''Swimmers''' can move in [[water]] without drowning.&lt;br /&gt;
&lt;br /&gt;
[[Experience|Dabbling]] or untrained swimmers will start drowning immediately upon contact with water, and require a [[ramp]] or [[stairs|stairway]] to get out. If neither are accessible, they're done for. Fortunately every body of water has ramps since 34.01.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if [[Status_icons|stunned]], and once that happens it can be difficult to get them out, as they lose the ability to exit anywhere and behave just like an untrained or dabbling swimmer. Namely, they start drowning. Everyone is stunned by falling into water rather than entering it calmly, which is what normally happens when they aren't entering it of their [[Carp|own free will]].&lt;br /&gt;
&lt;br /&gt;
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended. Higher levels only increase the speed when swimming with a legendary swimmer being ''faster'' than he would be while running.&lt;br /&gt;
&lt;br /&gt;
== Learning/Teaching swimming ==&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly not fast enough to prevent dying from drowning. While water with a depth of 7/7 is deadly for non-swimmers, less than it will not harm any dwarf. So you can use water from 4/7 to 6/7 safely to teach your little ones how to swim. The speed of learning is independent from the depth, but water with a depth less of than 4/7 is not deep enough to make a dwarf swim and so to learn.&lt;br /&gt;
&lt;br /&gt;
Training your little ones just requires a place of constantly or temporarily 4-6/7 water. Military orders or making rooms a meeting hall will not entice dwarves in to the water, so you may need to prevent them from leaving an area (locked door etc) and then fill the area with the required amount of water, or dump them in from the above z-level using a draw bridge.&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train physically handicapped dwarves, whose conditions might go away or become manageable with an attribute boost to strength, endurance, willpower etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.  The meeting zone must have a low enough rate of flow that it has unsubmerged tiles for dwarves to voluntarily move into it.  This can be accomplished with tricks like restricting flow through diagonal passages (see [Pressure]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;...&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;║ - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;++++▲&amp;lt;/font&amp;gt;║ - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚═╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
   ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
   ║.║   - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
   ╚═╝&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
In [[adventurer mode]], as a novice swimmer, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the [[z-axis]] by pressing {{k|&amp;gt;}} and {{k|&amp;lt;}} respectively. Note that air-breathers will be unable to breathe without air in the tile above them, and without returning to the surface will eventually drown. (Sadly, there's no oxygen meter as of yet, so you'll never know when they're about to expire. Don't linger too long.)&lt;br /&gt;
&lt;br /&gt;
In adventure mode, water preference can be switched between &amp;quot;when possible&amp;quot; and &amp;quot;necessary&amp;quot;  by pressing {{k|m}}.&lt;br /&gt;
&lt;br /&gt;
If the temperature (press {{k|P}}) is &amp;quot;freezing&amp;quot; or if it is &amp;quot;cold&amp;quot; and close to sundown, the water may freeze while you are swimming, which instantly kills you and leaves your your frozen corpse encased in ice and a valuable find for archeologists.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165189</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165189"/>
		<updated>2012-02-28T07:49:23Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Fully Automated Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.)&lt;br /&gt;
&lt;br /&gt;
::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. &lt;br /&gt;
::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7-&amp;gt;5-&amp;gt;0 water level decrease. &lt;br /&gt;
::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). &lt;br /&gt;
&lt;br /&gt;
::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. &amp;gt;_&amp;gt;' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Here, made a picture using the standard tileset, and with water removed from the active area to make all plumbing visible: [http://i.imgur.com/RJOyB.png] --[[User:Ag|AG]] 10:55, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Did a bit more image editing to remove unimportant details, and highlight important ones. Maybe it's approaching what you'd call a diagram: [http://i.imgur.com/zlBGt.png] --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I annotated your diagram fully; I think I figured everything out.  [http://i.imgur.com/o3Poj.png] [[User:Tofof|Tofof]] 07:43, 28 February 2012 (UTC)&lt;br /&gt;
:::::I think the reason for Z-2 level (rather than wrapping the pool around on Z-1 back to the '7-5-0' area) was that you found wall grates buggy?  Have you tried fortifications? [[User:Tofof|Tofof]] 07:49, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Automated swimming could be accomplished with the use of a [[repeater|dwarven repeater]]. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--[[User:Introprospector|Introprospector]] 07:10, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My computer is quite slow, so anything that involves toggling bridges or doors of any kind causes very noticeable intermittent lag. I find that stable reduction by a few FPS from constant water flow is much more bearable :) --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165188</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165188"/>
		<updated>2012-02-28T07:49:00Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Fully Automated Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.)&lt;br /&gt;
&lt;br /&gt;
::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. &lt;br /&gt;
::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7-&amp;gt;5-&amp;gt;0 water level decrease. &lt;br /&gt;
::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). &lt;br /&gt;
&lt;br /&gt;
::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. &amp;gt;_&amp;gt;' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Here, made a picture using the standard tileset, and with water removed from the active area to make all plumbing visible: [http://i.imgur.com/RJOyB.png] --[[User:Ag|AG]] 10:55, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Did a bit more image editing to remove unimportant details, and highlight important ones. Maybe it's approaching what you'd call a diagram: [http://i.imgur.com/zlBGt.png] --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I annotated your diagram fully; I think I figured everything out.  [http://i.imgur.com/o3Poj.png]&lt;br /&gt;
:::::I think the reason for Z-2 level (rather than wrapping the pool around on Z-1 back to the '7-5-0' area) was that you found wall grates buggy?  Have you tried fortifications? [[User:Tofof|Tofof]] 07:43, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Automated swimming could be accomplished with the use of a [[repeater|dwarven repeater]]. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--[[User:Introprospector|Introprospector]] 07:10, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My computer is quite slow, so anything that involves toggling bridges or doors of any kind causes very noticeable intermittent lag. I find that stable reduction by a few FPS from constant water flow is much more bearable :) --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165187</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165187"/>
		<updated>2012-02-28T07:48:38Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Fully Automated Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.)&lt;br /&gt;
&lt;br /&gt;
::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. &lt;br /&gt;
::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7-&amp;gt;5-&amp;gt;0 water level decrease. &lt;br /&gt;
::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). &lt;br /&gt;
&lt;br /&gt;
::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. &amp;gt;_&amp;gt;' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Here, made a picture using the standard tileset, and with water removed from the active area to make all plumbing visible: [http://i.imgur.com/RJOyB.png] --[[User:Ag|AG]] 10:55, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Did a bit more image editing to remove unimportant details, and highlight important ones. Maybe it's approaching what you'd call a diagram: [http://i.imgur.com/zlBGt.png] --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I annotated your diagram fully; I think I figured everything out.  [http://i.imgur.com/o3Poj.png] [[User:Tofof|Tofof]] 07:43, 28 February 2012 (UTC)&lt;br /&gt;
:::::I think the reason for Z-2 level (rather than wrapping the pool around on Z-1 back to the '7-5-0' area) was that you found wall grates buggy?  Have you tried fortifications?&lt;br /&gt;
&lt;br /&gt;
Automated swimming could be accomplished with the use of a [[repeater|dwarven repeater]]. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--[[User:Introprospector|Introprospector]] 07:10, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My computer is quite slow, so anything that involves toggling bridges or doors of any kind causes very noticeable intermittent lag. I find that stable reduction by a few FPS from constant water flow is much more bearable :) --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165186</id>
		<title>v0.31 Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Swimmer&amp;diff=165186"/>
		<updated>2012-02-28T07:43:57Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Fully Automated Training */ bah, wasn't logged in.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swimming training ==&lt;br /&gt;
&lt;br /&gt;
The page text says that &amp;quot;[t]raining your little ones just requires a place of constantly or temporarily 4-6/7 water. To keep them there you can use military orders or make rooms like a meeting hall.&amp;quot; However, I have found that filling a room with water and then making it a meeting hall does ''not'' work for swimming training -- dwarves with no swimming skill refuse to enter the room. And I don't want to draft my initial 7 dwarves into the military yet, since they have so much civilian work to do getting my fortress built.&lt;br /&gt;
&lt;br /&gt;
One approach that should work, though I have not yet tested it, would be to get idle dwarves into a meeting hall, lock the doors, and then have Urist McLeverpuller empty a carefully-measured reservoir into the room.&lt;br /&gt;
&lt;br /&gt;
:Yeah, that works (at least in 40d), but in 40d they don't really gain swimming experience all that fast.  It took quite a while even to get to novice - like months of game time.  Don't know if it is the same now or not.&lt;br /&gt;
&lt;br /&gt;
:: Make a burrow within a room which is nothing but water and force them in this way? Will they refuse then? Needs testing.... [[User:Djsmiley2k|Djsmiley2k]]&lt;br /&gt;
&lt;br /&gt;
It doesn't appear swimming training is even remotely easy anymore.  I ordered my military into a chamber, flooded it, and they were swept up in 5-6 level water.  They gained a tiny bit of swimming experience, but then absolutely would not move further, so they got no further experience.  It would be grueling leveling up swimming for your dwarves this way, since you'd have to empty and reflood chambers every single time you wanted them to gain even a little bit of experience.  Maybe someone has a better, or at least better-explained, way.  [[User:Dkarrde|Dkarrde]]&lt;br /&gt;
&lt;br /&gt;
==Isn't it ironic==&lt;br /&gt;
&lt;br /&gt;
That an article about Swimmer starts with '''Drowning'''?--[[User:Kwieland|Kwieland]] 01:40, 1 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== utility ==&lt;br /&gt;
&lt;br /&gt;
Can a skilled swimmer use any other skills in water? Do hunters hunt waterlife, do trappers or mechanics place traps, can ballista fire underwater? Other than the attribute gain and reducing the risk of drowing, how can this skill be used? [[User:Uzu Bash|Uzu Bash]] 20:25, 15 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:when I assigned my military to kill a deer, one of the squad members followed the deer into the water. The deer lived, but the he drowned. might have helped if he was a novice swimmer.&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
I had an adventure pass out underwater twice and live.  The character was an adequate swimmer, but began to drown due to 'extreme pain'.  Once it went down to a red coloured pain the character could swim normally again.&lt;br /&gt;
*Possibly adventurers don't need to breathe while unconscious? I had a companion suffer a broken upper spine resulting in the 'Winded' status. He gave in to pain, stayed passed out for a LONG time, and when he came to he immediately suffocated.--[[User:MightyJAK|MightyJAK]] 19:49, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== water preference toggle ==&lt;br /&gt;
&lt;br /&gt;
What effect does this have, if any? [[User:Uzu Bash|Uzu Bash]] 01:22, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== most recent edit by 209.184.114.93==&lt;br /&gt;
&amp;quot;..encases you in ice and ''leaves your frozen corpse'' as a valuable find for archeologists.&amp;quot; Is this a joke, or is your corpse actually preserved? I thought it was replaced by a solid block of ice, ala the dwarven atom smasher...--[[User:MightyJAK|MightyJAK]] 17:01, 19 April 2011 (UTC)&lt;br /&gt;
:In Fortress mode, digging out the tile will reveal the original contents. --[[User:Quietust|Quietust]] 19:57, 19 April 2011 (UTC)&lt;br /&gt;
::Huh, I've never had a Fortress mode embark on a place where an adventurer died in ice, I'll have to try that. Ah great, now my imagination's running wild... Now if the game had ''cryogenic'' freezing, we could dig out the old adventurers we thought were lost and bring them back to life. Possibly even long-lost historical figures, extinct animals, and forgotten beasts and the like.. could be all sorts of new fun for glacial embarks! (Yeah, like that would ever happen) --[[User:MightyJAK|MightyJAK]] 20:46, 19 April 2011 (UTC)&lt;br /&gt;
:::With Toady's new update for reanimation of the dead, cryogenics is closer then you'd think...&lt;br /&gt;
&lt;br /&gt;
== Swimming speed in Adventurer Mode ==&lt;br /&gt;
Is it just me or does swimming speed actually surpass land speed at legendary? or at least it seems to do so for me with my peasant adventurer... Note, his base land speed is only around 730 or so. - TrueWolves&lt;br /&gt;
&lt;br /&gt;
This ended up happening with all my adventurer's by legendary, their swimming speed passes their land speed (To rather scary effect with a Superelvenly agile elf with legendary swimming) - TrueWolves&lt;br /&gt;
&lt;br /&gt;
== Fully Automated Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;A fully automated method to train idlers is to use water flowing over a 1-z drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the ramp, and repeat this for as long as they are idle.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm new to DF, would it be possible for there to be a image of this in action? Or better explanation. Must involve pumps?--[[Special:Contributions/78.146.188.24|78.146.188.24]] 01:35, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Seconded, I would greatly appreciate if anyone could be so kind as to add a diagram to this section of the article, please! :) --[[User:Kittenykat|Kittenykat]] 00:34, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::After some trial and error I came up with this working design: [http://i.imgur.com/XgDpU.png] (I don't know how to make diagrams, so took a screenshot, tileset and all.)&lt;br /&gt;
&lt;br /&gt;
::Key points: 1) Pump intake has to be done through a U-bend with floor grates on the pool side, because wall grates are buggy and don't stop dwarves from being pulled through. Due to the way pressure is implemented, water doesn't actually rise on the other side, so a second pump is needed. &lt;br /&gt;
::2) The water flow has to be throttled so it almost never raises above 3 on the walkable ledge; neglecting this would at best kill FPS, and at worst stop everything from working due to overflooding. The zigzagged corridor on the middle level does exactly this: note the 7-&amp;gt;5-&amp;gt;0 water level decrease. &lt;br /&gt;
::3) The meeting area has to be accessed from above (here via a ramp) to avoid spilling. Between it and the pump I've put a row of wall grates (should also help FPS, because the pump output tile does quite often cross the 3-4 depth boundary). &lt;br /&gt;
&lt;br /&gt;
::It is best to forbid doors to the machine area during operation. The tiny pump stack in the bottom left corner is used for initial filling. --[[Special:Contributions/217.71.235.212|217.71.235.212]] 17:58, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Err... I know you're trying, and I appreciate it, but all that went right over my head. :( Though it doesn't help that I don't know what's what in your tileset image, or that I haven't worked with pumps yet.. &amp;gt;_&amp;gt;' I'll try to figure it out - however, in the meantime, a simplified diagram is still needed on the article page if anyone could be so kind as to create one! :) (P.S. I fixed your formatting and your missing signature.) --[[User:Kittenykat|Kittenykat]] 18:55, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Here, made a picture using the standard tileset, and with water removed from the active area to make all plumbing visible: [http://i.imgur.com/RJOyB.png] --[[User:Ag|AG]] 10:55, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Did a bit more image editing to remove unimportant details, and highlight important ones. Maybe it's approaching what you'd call a diagram: [http://i.imgur.com/zlBGt.png] --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::I annotated your diagram fully; I think I figured everything out.  [http://i.imgur.com/o3Poj.png] [[User:Tofof|Tofof]] 07:43, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Automated swimming could be accomplished with the use of a [[repeater|dwarven repeater]]. Set the delay sufficiently far apart and have the output pump target your meeting area. I'll see if I can set up an example.--[[User:Introprospector|Introprospector]] 07:10, 29 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My computer is quite slow, so anything that involves toggling bridges or doors of any kind causes very noticeable intermittent lag. I find that stable reduction by a few FPS from constant water flow is much more bearable :) --[[User:Ag|AG]] 10:32, 31 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_manage_my_seeds_and_crops&amp;diff=151884</id>
		<title>v0.31:How do I manage my seeds and crops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:How_do_I_manage_my_seeds_and_crops&amp;diff=151884"/>
		<updated>2011-07-28T22:15:37Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Edible does not mean what you think it means&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Managing Seeds==&lt;br /&gt;
{{L|Seed}}s are what are used to grow {{L|crop}}s. You may begin the game with a certain number of seeds, {{L|trade}} for them, or {{L|plant gathering|gather}} them. In addition to this, {{L|mill|milling}} and {{L|brewing}} often yield a seed from a given {{L|plant}}. {{L|Cooking}} plants does not yield seeds, so you may want to watch out and make sure you don't convert the last of your plants into +sweet pod roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom {{L|stockpile}} near your {{L|farm}} which will only accept {{L|seed}}s. This will consolidate your seeds into one place, instead of having them littered all through the {{L|dining room}}. Seeds are stored in {{L|bag}}s (up to 100 seeds per bag), and seed bags can be stored in barrels.&lt;br /&gt;
&lt;br /&gt;
The maximum number of seeds for a given crop from  is 200. {{L|Brewing}}, {{L|mill}}ing, and {{L|food|eating}} raw plants does not generate additional seeds of this type beyond this, although your {{L|trader}} may still barter for additional seed bags and thus exceed this limit.&lt;br /&gt;
&lt;br /&gt;
Most seeds may be toggled for {{L|cooking}} on the Kitchen tab of the {{L|stocks}} menu.  The exception, {{L|quarry bush|rock nuts}}, may be eaten raw.&lt;br /&gt;
&lt;br /&gt;
==Managing Crops==&lt;br /&gt;
When ripe, your dwarves will {{L|harvest}} your {{L|crop}}s from the {{L|farm plot}}s. This will yield one or more {{L|stack}}s of {{L|plant}}s, which will be {{L|hauling|hauled}} to the appropriate {{L|stockpile}}. It is generally a good idea to have sufficient {{L|barrel}}s to hold the food, as {{L|food}} is subject to {{L|wear|withering}} and the predation of {{L|vermin}}. {{L|Metal}} barrels are especially effective against vermin.&lt;br /&gt;
&lt;br /&gt;
You can create a custom stockpile that will only accept {{L|plant}}s, to avoid having it all mixed up with your {{L|meat}} and {{L|drink}}s. It would be a good idea to have this stockpile near your {{L|still}}, {{L|farmer's workshop}}, {{L|kitchen}}, etc. You may also choose to make more specialized stockpiles, for instance if your {{L|mill|windmill}} is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and {{L|flour}} so as to save on hauling.&lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the {{L|stocks}} menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are running low on certain crops, and make sure you don't cook the last of them instead of recovering the valuable seeds (unless you're overflowing with seeds anyway).&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=151559</id>
		<title>v0.31:Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blood&amp;diff=151559"/>
		<updated>2011-07-21T01:53:12Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Dumping blood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:59, 30 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blood''' is the preferred fluid of [[Armok]], as well as the fluid that most living creatures contain within their bodies.  Some creatures will have ichor instead. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.&lt;br /&gt;
&lt;br /&gt;
Blood tends to spread ''everywhere''; you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a {{L|soil}} floor by building a {{L|dirt road}} on it.  Allocating bloody {{L|tile attributes|indoor}} underground areas as a {{L|activity zone#Meeting Area|meeting area}} seems to increase their {{L|cleaning}} priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it.&lt;br /&gt;
&lt;br /&gt;
Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear.  That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there. A setting in {{L|d_init.txt}} permits disabling the spreading of blood.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing carpet of blood.  This can be dealt with by covering the offending brook tiles with walls or floors.&lt;br /&gt;
&lt;br /&gt;
==Assorted Blood Types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do. {{L|Fire imp}}s, for instance, have a gray goo instead of blood, and {{L|troll}}s bleed a bright cyan.&lt;br /&gt;
&lt;br /&gt;
==Bloodless Creatures==&lt;br /&gt;
Several creatures, such as the {{L|bronze colossus}} and skeletal {{L|undead}}, do not possess blood. Such creatures are markedly harder to kill.&lt;br /&gt;
&lt;br /&gt;
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a Titan made out of salt may leave piles of salt where it was injured.&lt;br /&gt;
&lt;br /&gt;
==Collecting Blood==&lt;br /&gt;
Beyond the obvious method of injuring creatures, {{L|barrel}}s full of blood can be brought with a {{L|dwarf|dwarven}} expedition upon {{L|embark}}, and bought from dwarven and human civilizations in {{L|trade}}. The use for this is uncertain, though the stuff may appease [[Armok]] until you can start producing it on your own.&lt;br /&gt;
&lt;br /&gt;
==Disposing of Blood==&lt;br /&gt;
Selecting blood inside a barrel for dumping does not empty the barrel.  Using the {{L|soap|workaround}} for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it.  Alternatively, forbid/dump the blood from the stocks screen in 'liquids'.  Then order the barrel to be brought for trading at the depot.&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Size&amp;diff=116983</id>
		<title>v0.31:Size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Size&amp;diff=116983"/>
		<updated>2010-06-05T16:53:30Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Stub creation mostly to fix busted redirect preventing me from finding the 40d version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
How &amp;quot;big&amp;quot; the {{L|creature}} is.  '''Size''' determines what kind of equipment a creature can wear, how much {{L|damage}} they can absorb, and how much damage they can inflict in melee.  Size is inherited through the new genetics system.&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DFflowchart.png&amp;diff=116720</id>
		<title>File talk:DFflowchart.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DFflowchart.png&amp;diff=116720"/>
		<updated>2010-06-03T04:11:52Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Bone quibble&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For what it's worth, this is missing bone being used in any production other than crossbows.  It lacks bone bolts, armor, crafts/totems, etc. [[User:Tofof|Tofof]] 04:11, 3 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=116710</id>
		<title>v0.31:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pressure&amp;diff=116710"/>
		<updated>2010-06-03T02:38:17Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Diagonal Flow */ Spaces got added, which is wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress features some pretty complex behavior in an attempt to simulate '''fluid mechanics'''. One aspect of this behavior is seen in the form of '''pressure'''. The basic idea here is quite simple, '''{{l|flow|fluids}}''' such as '''{{l|water}}''' and in some cases '''{{l|magma}}''' can become pressurized which can result in them being pushed back up into other areas by the weight of the fluid. &lt;br /&gt;
&lt;br /&gt;
==A demonstration of pressure using U-Bends==&lt;br /&gt;
A U-Bend is a channel that digs down, and curves back up. With '''pressure''' a {{l|flow|fluid}} will be pushed up the other side of the u-bend in an attempt to equalize the pressure. By understanding how pressure works in a u-bend you should be able to adapt this knowledge to use fluids in any configuration you desire without any unexpected surprises that could make life in your fortress more '''{{l|fun}}''' than anticipated. '''[[cv:water|Water]]''' and '''{{l|magma}}''' both behave very differently with regards to pressure, so read carefully.&lt;br /&gt;
&lt;br /&gt;
===Water in a U-Bend===&lt;br /&gt;
The following three diagrams demonstrate different ways water might behave in a u-bend. In all three cases, the water source is on the left side of the diagram and water is filling the area to the right. In the first example (Diagram A), we have water taken directly from a river used to fill a u-bend. In this case, because the river is free to flow out the edge of the map the water never fully pressurizes which results in the water stopping one level below the actual level of the river itself. This behavior applies to water taken from any infinite water source.&lt;br /&gt;
&lt;br /&gt;
In the next example (Diagram B), a '''dam''' has been placed preventing the river from flowing off the edge of the map. Because of this, the water soon becomes fully pressurized and quickly fills up the remaining level of the u-bend. Use caution when placing a dam on your river.&lt;br /&gt;
&lt;br /&gt;
The final example (Diagram C), demonstrates how a '''{{l|pump|screw pump}}''' pressurizes water up to the level of the pump. In this case the water is actually being taken to one level above the river because it is being pressurized by the pump. &lt;br /&gt;
&lt;br /&gt;
With these three simple examples, you should be ready to go build your enormous plumbing masterpiece, and be relatively safe from any unanticipated flooding. If you plan to work with {{l|magma}} as well however, you should read further.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''       '''Diagram B'''       '''Diagram C'''&lt;br /&gt;
     River       Dammed River      Screw Pump&lt;br /&gt;
   Side View       Side View       Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
     ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒         ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒         %%&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
     ▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Water&lt;br /&gt;
       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒          ▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
       ▒▒▒▒▒▒▒       ▒▒▒▒▒▒▒          ▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Magma in a U-bend===&lt;br /&gt;
'''{{l|Magma}}''' behaves very differently from {{l|water}} because it will not normally retain any pressure. In our first magma example (Diagram A) we show how this works by creating a short u-bend and connecting it up to a magma pipe. because {{l|magma}} is not a pressurized fluid, it simply fills the lowest point and makes no further attempt to go back up.&lt;br /&gt;
&lt;br /&gt;
Do not however make the mistake of thinking that {{l|magma}} can never be pressurized. In the second diagram (Diagram B) we see how with the addition of a single {{l|pump|screw pump}}, the entire situation changes dramatically. The screw pump is pressurizing the magma so that it will now fill the area back up to the level of the pump. Accidentally flooding your fortress with {{l|magma}} is considerably more {{l|fun}} than a flood of {{l|water}}.&lt;br /&gt;
&lt;br /&gt;
   '''Diagram A'''     '''Diagram B'''&lt;br /&gt;
   Magma Pipe    Screw Pump&lt;br /&gt;
   Side View     Side View&amp;lt;br /&amp;gt;&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒           %%&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒     %% = {{l|Pump}}&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Magma&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒       ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒      ▒ = Solid Ground&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;▒&lt;br /&gt;
    ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒     ▒&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern. When drawing water from a waterfall it is important to understand that this water may be pressurized up to the highest point of the waterfall. So that if you tap into a natural waterfall at the low side you could very easily flood your entire fortress very quickly.&lt;br /&gt;
&lt;br /&gt;
==Neutralizing Pressure==&lt;br /&gt;
There are two methods for depressurizing fluids when this is needed. Either Diagonal connections or carefully used screw pumps can eliminate problems with pressurized fluids. Knowing how to pressurize and depressurize water as needed allows you to quickly move fluids wherever you wish in your fortress allowing you to build things a dwarf can be proud of. &lt;br /&gt;
&lt;br /&gt;
===Diagonal Flow===&lt;br /&gt;
Diagonal {{l|flow|flowing}} fluids create a unique behavior which neutralizes all '''pressure'''. By forcing fluids through a diagonal connection you can neutralize all pressure quite easily. Here is a top-down diagram of this effect.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ▒▒▒▒▒▒&lt;br /&gt;
         ▒▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&amp;gt;'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&amp;gt;'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&amp;gt;'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ▒▒▒▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒▒▒&lt;br /&gt;
                   ▒▒▒&amp;lt;br /&amp;gt;&lt;br /&gt;
  ▒ = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of '''{{l|flow}}''' after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
===Pumps===&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be {{l|power|powered}} instead of {{l|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical axles or gear assemblies need to be placed above the solid tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also transfer '''power''' between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water       Key&lt;br /&gt;
       ↓    ↓↓↓↓↓       ▒ = Normal wall&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ▒▒▒▒▒▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___▒&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 ▒&amp;lt;font color=&amp;quot;#4080FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 ▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒▒▒▒▒▒▒&amp;lt;/font&amp;gt;       &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 ▒▒▒▒▒▒▒▒&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;▒&amp;lt;/font&amp;gt;▒▒▒▒▒▒▒       _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the water output from the screw pump '''will''' be pressurized as per the U-bend diagrams above, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
==Hatches==&lt;br /&gt;
{{l|Hatch_cover|Hatches}} can be placed over {{l|channel|channels}}, {{l|stair|stairs}}, {{l|ramp|ramps}} etc to prevent {{l|water}} moving vertically but will still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{l|flow|flow}}&lt;br /&gt;
:* {{l|river}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure&amp;diff=116709</id>
		<title>40d:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure&amp;diff=116709"/>
		<updated>2010-06-03T02:37:51Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Diagonal Flow */ Spaces got added, which is wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
There are several mechanisms at work that try to simulate '''water pressure''' in game. While on the whole amazingly accurate, there are several unexpected quirks concerning speed and displacement. Never think you are on the safe side, especially when trying to trick the game.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12games.com/forum/index.php?topic=32453.0 technical explanation by Kanddak] from the Bay12 Forum outlines in detail what is known of the in-game fluid mechanics from player testing.&lt;br /&gt;
&lt;br /&gt;
==Hydrostatic water pressure==&lt;br /&gt;
Dwarf Fortress attempts to replicate [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic water pressure].&lt;br /&gt;
&lt;br /&gt;
This is probably one of the most prominent components, as Toady discussed it at length in an interview with [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10 gamasutra].&lt;br /&gt;
&lt;br /&gt;
In layman's terms, if you have a body of water that is higher than an open space below it (such as a tall tower full of water and a hose from it, or a {{L|lake}} over a mine), and an open route between them, then the water at the lowest {{L|z-level}} will be 'pressed' by the weight of the water above it. &lt;br /&gt;
&lt;br /&gt;
As a simple model, think of a pipe shaped like a &amp;quot;J&amp;quot;. If you pour water in the taller end of the pipe, it will come &amp;quot;up&amp;quot; out of the lower end until the water levels on both sides are equal.  If you put your thumb over the lower end and fill the taller end, then release your thumb, the water will move with remarkable speed, and water will continue to come &amp;quot;up&amp;quot; out that lower end until all the water in the taller part is at the same level as the lower part.  This is one part of Dwarf Fortress &amp;quot;water pressure&amp;quot; -  that if the source is higher, water can come up {{L|stair}}s, up {{L|ramp}}s, and over {{L|channel}}, and will continue flowing until it runs out of space or runs out of water above it.&lt;br /&gt;
&lt;br /&gt;
Note that DF water pressure does not ''exactly'' match natural hydrostatic water pressure - it fills to a {{L|z-level}} ''one level lower'' than the source.  (This is for reasons of CPU time-saving, as stated by [[Toady]]; the game stops not when all ends of the system are on the same level, but when the far levels are one-lower than the source.) The above behaviour does only apply to finite water sources like murky pools, artificially created reservoirs and any body of water connected to an infinite water source only diagonally. More to the point, it applies always, but is in many cases not the final mechanism causing equilibrium.&lt;br /&gt;
&lt;br /&gt;
== Pressure from infinite water sources ==&lt;br /&gt;
Different from the above, a river that pushes water into a tunnel system will fill it up to the z-level of the river itself, but not higher (again, unless only connected by diagonal flow, see below).&lt;br /&gt;
&lt;br /&gt;
When the water source is a {{L|river}} which is allowed to drain off the edge of the map, the final Z-level will never fill - however, if a {{L|dam}} prevents the river from draining, it will continue to fill up to its own Z-level.&lt;br /&gt;
&lt;br /&gt;
== Other/Missing mechanisms==&lt;br /&gt;
Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Unless pumped, magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds).&lt;br /&gt;
&lt;br /&gt;
As can be expected, if water is continuously pushed into a room, either by an unlimited water source like a river or by means of a {{L|pump}}, the water will not stop when the room is filled, but search for an outlet, even on higher z-levels. If there is an outlet, but it can not take all the water coming in, the water will look for further outlets. &lt;br /&gt;
&lt;br /&gt;
It's possible for dwarf-built {{L|pump}}s to pick liquid up and lift it higher, possibly back to the source and thus creating a closed cycle. Beware that operating pumps obey the same pressure rules as infinite water sources, capable of pushing both water '''and''' magma down through tunnels and back up to the original Z-level of the pump's output tile.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
It is easy to flood your fortress accidentally by not accounting for water pressure. For example:&lt;br /&gt;
* It is safe to dig out a {{L|cistern}} one level below a murky pool, and to channel above a few tiles of the {{L|cistern}} so that your dwarves can get water from it without having to go outside.&lt;br /&gt;
* It is safe to refill a murky pool with water from a pump or brook/river/etc on the same level.&lt;br /&gt;
* It is not safe to do both to the same pool! The water from the pump/brook/river/whatever will fill the pool to 7/7, and will then pressurize the water in the {{L|cistern}}, which will then flow up out of your channels and flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Waterfalls===&lt;br /&gt;
Waterfalls are of special concern.  If you tap river section ''downstream'' from a waterfall, the water will be under additional pressure as it is coming from above the river's surface. It is absolutely critical to reduce the pressure in such a system if you do not wish flooding, the easiest way being diverting the water diagonally - although if used solely for a complex drowning trap or other purpose, flooding may be desirable.&lt;br /&gt;
&lt;br /&gt;
== Mitigating dangers ==&lt;br /&gt;
=====Diagonal Flow=====&lt;br /&gt;
Obviously the game treats water connected only by a diagonal tile as ''not'' connected in terms of &amp;quot;pressure&amp;quot; but ''only'' in terms of &amp;quot;diffusion&amp;quot;. A common adaption of this behaviour is feeding water through a diagonal tile &amp;quot;to take the pressure out&amp;quot;:  &lt;br /&gt;
&lt;br /&gt;
Pressure cannot push water through diagonal gaps between tiles - instead, it will merely flow through if the water level on the other side is low enough.&lt;br /&gt;
&lt;br /&gt;
 '''Top View'''&amp;lt;br /&amp;gt; &lt;br /&gt;
                 ######&lt;br /&gt;
         #########&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;########&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''Direction-&amp;gt;'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''   of    -&amp;gt;'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;'''  Flow   -&amp;gt;'''&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;-&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
         ###########&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;#########&lt;br /&gt;
                   ###&amp;lt;br /&amp;gt;&lt;br /&gt;
  # = wall, constructed or undug&lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = pressurized water&lt;br /&gt;
  &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = neutral/normal water pressure&lt;br /&gt;
&lt;br /&gt;
This does not work on a vertical basis - water only travels vertically to a different z-level, never diagonally.  &lt;br /&gt;
&lt;br /&gt;
A result of this is that a tunnel system that spans several z-levels, but is connected to a river only by a diagonal tile, will fill only to one z-level lower than the river, but if an orthogonal connection is created, it will fill up another level. &lt;br /&gt;
&lt;br /&gt;
If you wish to maintain the rate of flow after de-pressurizing, it's recommended that you have more diagonals than water tiles - that is, if the source is 3-tiles wide, you may wish 4 or more diagonal passages.&lt;br /&gt;
&lt;br /&gt;
=====Hatches=====&lt;br /&gt;
{{L|Hatch}}es can be placed over {{L|channel}}s, {{L|stair}}s, {{L|ramp}}s etc to prevent {{L|water}} moving vertically but still allow the tile to be used, even as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
=====Pumps=====&lt;br /&gt;
Water pressure does not propagate through pumps, so it is possible to fill a pool using a screw pump without it having the same pressure as its source. Of course, there is a downside - you still have to run the pumps and due to the source water's pressure, the pump must be {{L|power}}ed instead of {{L|pump operator|run by a dwarf}}, as the tile the dwarf needs to stand on is filled by water. Furthermore, the pump will likely need to be powered from above or below (as water would simply flow around a gear or axle placed next to the pump), though creative setups are still possible by using additional screw pumps to transmit power.&lt;br /&gt;
&lt;br /&gt;
Your vertical {{L|axle}}s or gear assemblies need to be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time.) Multiple adjacent pumps will also {{L|Power#Power transfer|transfer power}} between themselves automatically.&lt;br /&gt;
&lt;br /&gt;
 Side view&lt;br /&gt;
                       &lt;br /&gt;
     Power  Water      Key&lt;br /&gt;
       ↓    ↓↓↓↓↓      # = Normal wall&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;###&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; = Wall that pressurised water would flow into if it were to be dug out&lt;br /&gt;
 ######&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;####&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt; = Regular water&lt;br /&gt;
 _ ___#&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pressurised water&lt;br /&gt;
 #&amp;lt;font color=&amp;quot;#2FB6FF&amp;quot;&amp;gt;≈≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈≈≈≈≈≈≈≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; = Pump&lt;br /&gt;
 #######&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;≈&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#######&amp;lt;/font&amp;gt;      &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = Axle&lt;br /&gt;
 ########&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt;#######      _ = Floor&lt;br /&gt;
&lt;br /&gt;
Do note that the water output from the screw pump '''will''' be pressurized according to the &amp;quot;infinite water source&amp;quot; behavior, but said pressure will be independent of the source and can be subsequently 'reset' by additional pumps or diagonal gaps.&lt;br /&gt;
&lt;br /&gt;
== Overall behavior ==&lt;br /&gt;
&lt;br /&gt;
* If a tile contains water which is floating on top of another tile of 7/7 water (and apparently only if there is no water above it{{verify}}), the water in the upper Z-level will be pushed downward and moved to the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the Z-level just below the top. Each tile of liquid performs this check once every few steps. This type of pressure applies only to water, and is what causes large bodies of water multiple Z-levels deep to rapidly drain when opened.&lt;br /&gt;
* If a liquid source (river/brook source, underground river waterfall tile, map edge, or {{L|screw pump}} output) attempts to create liquid in its output tile but cannot due to it being full already, the liquid will be created in the nearest orthogonal (not diagonal) tile on the lowest available Z-level, up to the ''same'' Z-level as the source. This applies to both water and magma, and can be observed by damming a river.&lt;br /&gt;
* Liquids adjacent (both orthogonally and diagonally) to non-full tiles will flow into them and average their depths, pushing lightweight objects and creating flow (which will power {{L|water wheel}}s) if the depth difference was 2 or more.&lt;br /&gt;
&lt;br /&gt;
See [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9] and [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10] for more info from Toady.&lt;br /&gt;
&lt;br /&gt;
===Movies of pressure experiments===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-283-grandwaterpressureexperiment] - Showing that pumps output 0-pressure water even from a high-pressure source, that water will not flow up and to the side at the same time (has to flow straight up), and a few other things&lt;br /&gt;
* [http://mkv25.net/dfma/movie-284-firstwaterpressureexperimentreproduced] - Showing that pressure is not transmitted through non-7/7 tiles.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-285-waterpressureinriverexperiment] - Pump turned into infinite water generator, but still provided useful information on how overpressure causes upward flooding. The infinite water generation behavior has since been fixed.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-288-waterpressureexperiment4] - Uses three pumps connected to different tunnel layouts to test a few of these rules: One tunnel has three accessible z-levels. The second tunnel has one accessible z level and periodic shafts up. The third has only one accessible z level with no shafts. The bottom level of all three filled first, and the shafts did not fill until the bottom was filled. The second level of the three-high tunnel did not begin filling until the first was full. They did not all fill the bottom at once, but this is believed to be due to the order in which their pumps are placed on the river.&lt;br /&gt;
&lt;br /&gt;
===Possible future experiments===&lt;br /&gt;
* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel.&lt;br /&gt;
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens.&lt;br /&gt;
* Determine how much &amp;quot;drainage&amp;quot; is required to handle the output of a single, fully flowing pump.&lt;br /&gt;
* Confirm whether water &amp;quot;flow&amp;quot; is slowed by diagonal vs. {{L|orthogonal}} passages.  Develop some numbers for portioning water flow into smaller amounts, that can be handled by single-tile sized drains.&lt;br /&gt;
&lt;br /&gt;
== See Also==&lt;br /&gt;
:* {{L|flow}}&lt;br /&gt;
:* {{L|flood}}ing&lt;br /&gt;
:* {{L|magma}}&lt;br /&gt;
:* {{L|water}}&lt;br /&gt;
:* {{L|pump}}&lt;br /&gt;
:* {{L|fun}}&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=116707</id>
		<title>v0.31:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=116707"/>
		<updated>2010-06-03T01:43:23Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Diagonal every 5 */ Just wrong, fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you've had enough {{L|Losing|fun}} to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.&lt;br /&gt;
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*hostile creatures which inhabit underground areas&lt;br /&gt;
*large pools of liquids ({{L|Water}}, {{L|Magma}})&lt;br /&gt;
*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)&lt;br /&gt;
*{{L|Hidden Fun Stuff|Fun}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a {{L|break}}. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is moderately efficient among those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  &lt;br /&gt;
&lt;br /&gt;
''For a discussion on optimizing travel times through mineshafts, see {{L|Mineshaft stitching}}.''&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how {{L|ramp}}s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 7.1% of the tiles are excavated (1/14).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  {{L|Ramp}}s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7×7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins.&lt;br /&gt;
&lt;br /&gt;
=== 15×15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15 grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above) and underground features.&lt;br /&gt;
* ''Visibility'': ''extremely'' low.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for {{L|caverns}}, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=116706</id>
		<title>v0.31:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=116706"/>
		<updated>2010-06-03T01:42:05Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Mine shafts, grid of every 3 tiles */ Linked twice, one broken, silly.  Fix.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you've had enough {{L|Losing|fun}} to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.&lt;br /&gt;
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*hostile creatures which inhabit underground areas&lt;br /&gt;
*large pools of liquids ({{L|Water}}, {{L|Magma}})&lt;br /&gt;
*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)&lt;br /&gt;
*{{L|Hidden Fun Stuff|Fun}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a {{L|break}}. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is 2nd most efficient of those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers.  &lt;br /&gt;
&lt;br /&gt;
''For a discussion on optimizing travel times through mineshafts, see {{L|Mineshaft stitching}}.''&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how {{L|ramp}}s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 7.1% of the tiles are excavated (1/14).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  {{L|Ramp}}s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7×7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins.&lt;br /&gt;
&lt;br /&gt;
=== 15×15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious dis/advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15 grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above) and underground features.&lt;br /&gt;
* ''Visibility'': ''extremely'' low.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for {{L|caverns}}, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=116705</id>
		<title>40d:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=116705"/>
		<updated>2010-06-03T01:31:23Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Updating with confirmed information from talk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TreeInfo&lt;br /&gt;
|name=Tower-cap&lt;br /&gt;
|symbol=♣&lt;br /&gt;
|biome=* Subterranean water&lt;br /&gt;
|wet=1&lt;br /&gt;
|dry=1&lt;br /&gt;
|density=600&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Tower-caps''' are a type of mushroom-like {{L|subterranean}} {{L|tree}}. Once fully grown, they can be designated for {{L|wood cutting}} and produce tower-cap {{L|logs|log}}s. Tower-caps will grow ''only if'' you have discovered an {{L|underground}} {{L|river}} or {{L|underground pool}}. Such features can be located using the {{L|site finder}} and on the local view during embarkation, if the relevant {{L|init.txt|init}} and {{L|world generation}} parameters are set. &lt;br /&gt;
&lt;br /&gt;
In order to ''prevent'' a tower-cap from growing (which you will want to do to prevent tower caps from blocking drainage floodgates), laying down {{L|road}}s, constructing {{L|floor}}s or designating {{L|stockpile}}s will prevent tower-cap growth.&lt;br /&gt;
&lt;br /&gt;
As with normal trees, they take about 1 and a half years to fully grow.&lt;br /&gt;
&lt;br /&gt;
== Underground tree farms ==&lt;br /&gt;
&lt;br /&gt;
1: If an underground river or pool has been discovered, tower-caps will start spontaneously growing in ''{{L|Irrigation|muddied}}'' subterranean areas (rock or soil). Tower caps will also start growing in any subterranean soil, so long as that tile has ''either'' soil walls on the z-level directly beneath it (intact soil, not mined out), ''or'' there is a muddied tile within 2 tiles on the same z-level.  Muddied soil has a denser production than dry soil.  (Note: it is unconfirmed whether tower caps will appear throughout the map or only in the same biome that the underground water is in.  See talk page for details.)&lt;br /&gt;
&lt;br /&gt;
2: This basically means that if the underground area is irrigated, there is a '''much better chance''' of getting tower caps to grow there.&lt;br /&gt;
&lt;br /&gt;
3: The distance or {{L|path}} to the underground river does not matter. Simply discovering an underground pool or river is enough. (does not work if you use reveal.exe)&lt;br /&gt;
&lt;br /&gt;
4: It is thus possible to make a (big) safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world.&lt;br /&gt;
&lt;br /&gt;
5: Harvesting tower caps '''will''' anger the elves just like normal wood harvesting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To design a tower-cap &amp;quot;farm&amp;quot;, refer also to the {{L|Irrigation#Easier.2C_safer_irrigation|irrigation}} article.&lt;br /&gt;
&lt;br /&gt;
Beware that young tower caps, like young {{L|tree}}s, are fragile and will be quickly killed if repeatedly walked upon.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=60640</id>
		<title>40d:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=60640"/>
		<updated>2010-01-07T19:07:10Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Repeat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| speciality = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Tame a large animal&lt;br /&gt;
* Tame a small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainers''' train [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s.  They also tame certain captured wild [[animals]] and [[vermin]], though exotic [[creatures]] (such as [[Dragon]]s) can only be tamed once you have a [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Higher skill only allows faster training of animals.&lt;br /&gt;
&lt;br /&gt;
Training an animal requires a small amount of [[food]], which is consumed by the animal. Any [[seed]]s, [[bone]]s or [[shell]]s are left in the animal's [[cage]], if it was in one. Since the cage isn't empty, it can't be used to load a cage [[trap]]. Currently, the only way to clean items out a cage is to [[dump]] them. To do so, press {{k|k}}, move over to the cage with refuse in it, select it, hit {{k|Enter}}, select a refuse object, press {{k|Enter}} and {{k|d}}. Do not press {{k|d}} while in the cage but not the refuse &amp;amp;ndash; such will label the whole cage for dumping. Once the animal is trained, they will tend to follow whomever trained them around until assigned to another person, adopted, or some such other task.&lt;br /&gt;
&lt;br /&gt;
If the tame task is put on repeat, your animal trainer will continue to 'tame' caged animals of that type -- including already tame ones once there are no wild ones.  The task does not cancel automatically after there are no untamed animals left.  The result is a cage filled with many seeds, bones, and shells.&lt;br /&gt;
&lt;br /&gt;
Currently the food for taming is picked somewhat randomly and herbivores may be tamed with [[fish]] or other [[meat]].&lt;br /&gt;
&lt;br /&gt;
Additionally, only dwarves with Animal Training labor enabled will transfer hostile creatures between cages.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60588</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60588"/>
		<updated>2010-01-06T09:59:59Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* unmuddied soil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
&lt;br /&gt;
Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
&lt;br /&gt;
Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Muddied soil ==&lt;br /&gt;
&lt;br /&gt;
I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:dorten|dorten]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::You're leaving out too much info. What is the source of this information? Did you test it, or is it second hand? If you tested it, what kind of test did you do? If it's second hand, where is it from? Have you ruled out different behaviors for different soils? Also, if you're confident enough about this to write in such an arrogant tone, why have you not edited any of this information into the article? [[User:VengefulDonut|VengefulDonut]] 00:44, 10 February 2009 (EST)&lt;br /&gt;
:::Sorry for arrogant tone, keeping emotions low isn't one of my skills :). Anyway, The sourceof this information is my experience. Especially in my latest forts, where I needed wood on a regular basis. My tests: &lt;br /&gt;
 normal soil with trees, aboveground =&amp;gt; all ok&lt;br /&gt;
 dig out the room underneath =&amp;gt; trees and bushes stop to grow above. &lt;br /&gt;
 dig channels, so, that there's a stone under soil =&amp;gt; only grass grows.&lt;br /&gt;
 belowground muddied stone =&amp;gt; bushes and towercaps&lt;br /&gt;
 belowground multilevel soil =&amp;gt; bushes and towercaps (green ones, yay!)&lt;br /&gt;
 remove soil beneath =&amp;gt; they stop growing&lt;br /&gt;
 only soil floor =&amp;gt; they do not grow&lt;br /&gt;
 muddying in last two cases =&amp;gt; yay! they grow again.&lt;br /&gt;
The tests I did not finished yet (working on them now) - &lt;br /&gt;
 remove soil layer from below of natural aboveground forest (no new trees), and muddy it after that&lt;br /&gt;
 muddy channeled to abovegroundness areas in suitable biomes.&lt;br /&gt;
 do it with or without cave river/pond&lt;br /&gt;
Regards. (And I really am sorry for my tone)--[[User:Dorten|Dorten]] 05:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This does not work - after 2 years still no sign of vegetation on soil (sandy loam cavern floor) with soil layer below (sandy loam walls), while my tree farm on muddied tiles runs fine. Can you give more specifics? Does there have to be more than 2 layers of soil? --[[User:Birthright|Birthright]] 00:00, 12 July 2009 (UTC)&lt;br /&gt;
:::::It had to happen - just when i start to complain, the first (yes, green) shrub shows up. Took forever, but yep, it's there. --[[User:Birthright|Birthright]] 20:04, 12 July 2009 (UTC)&lt;br /&gt;
::::::I've got a pretty good counterexample to the idea that a solid soil wall is required underneath an unmuddied soil floor - right now, in my current fortress, I have a fully grown tower-cap growing on a tile of dry black sand between two of my farm plots. If I navigate down 1 Z-level, the area underneath consists of mined-out [[chalk]] (specifically, an archery range with unmined chalk walls separating each lane). I also have 2 other tower-caps which grew on dry black sand such that the tiles immediately below them are black sand ''floors'', mined out to create stockpile space. --[[User:Quietust|Quietust]] 19:50, 18 September 2009 (UTC)&lt;br /&gt;
:::::::I should add, though, that I have several other areas of black sand with mined-out chalk underneath them which have ''not'' shown any signs of plant growth - perhaps it has something to do with proximity to a mountain biome? --[[User:Quietust|Quietust]] 01:46, 19 September 2009 (UTC)&lt;br /&gt;
::::::::I am building my first tower cap farms now and it seems to be that I can only get them to grow in half of my fortress no matter what. I remember on the embark screen that my area spans two biomes and the border between where they will and won't grow seems similar - perhaps tower caps can only grow in soil in the same biome as the underground river that makes it possible to grow them?&lt;br /&gt;
&lt;br /&gt;
== Growing Tower Caps Without Water ==&lt;br /&gt;
So I've been growing tower caps without water for quite some time&lt;br /&gt;
Trick is to carve out a sandy room near the edge, as you'll see in the picture, there's a border of usually 1 block between the carved sandy room, and the outside natural world.  I believe that outside needs to be forested, but I haven't tested that enough yet.  &lt;br /&gt;
In any case this seems to circumvent the need for water. --[[User:Loganis|Loganis]] 10:48, 27 July 2009 (UTC)&lt;br /&gt;
[[File:Towercaps-sandy.jpg]]&lt;br /&gt;
&lt;br /&gt;
:See the article (and entry above) for an explanation - sand is a soil --[[User:Birthright|Birthright]] 10:31, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== '''unmuddied''' soil ==&lt;br /&gt;
Okay, folks, I don't know whats going on with you, but I have a huge cavern of sand floor with stone below and not a single shrub or tree there for years. This is also consistent with all fortresses i had so far. On those tiles with soil below, caps grow just fine, same with my muddied tree farm on stone. Guess I will wait for a few years more.. Im not even the one who came up with this, but only learned that from testing it..see also [[Talk:Irrigation]] --[[User:Frickinglogin|Frickinglogin]] 21:22, 18 September 2009 (UTC)&lt;br /&gt;
:Tell that to my fortress, where I've got a few tower-caps which have grown on dry sand floors with air underneath them, and a few of which originally had stone underneath them (see [http://mkv25.net/dfma/map-6986-wasprag here], specifically the farms on Z-level 16 - this one only has saplings, but a few of them have since fully grown). Then again, I've got other sand nearby which won't grow anything at all (same map, but the refuse pile on Z-level 15 and the hallway to the left)... --[[User:Quietust|Quietust]] 01:58, 19 September 2009 (UTC)&lt;br /&gt;
::I, too, have TC's with nothing underneath, and they grow great. But I also believe those who say otherwise - I think this is an area where both parties have blindly assumed &amp;quot;X = Y&amp;quot;, when in fact there's much more going on, variables that cause it to work sometimes, and not others. Since it seems to be consistent with each player (no player I've seen has said &amp;quot;sometimes...&amp;quot;), it's either habitual choice of maps, habitual play element, or &amp;lt;shudder&amp;gt; some obscure programming glitch specific to some computers, along the lines of the sort of thing that causes some computers to gen worlds differently. Whatever, I think more is going on here than we understand. &lt;br /&gt;
&lt;br /&gt;
::(For one, I've notice that TC's growing on dry soil tend to grow better &amp;quot;near&amp;quot; water - at the edge of irrigation, near a damp wall, or closer to a river (that level or 1 below).  Just as fire imp fat reacts differently at different times (sometimes it burns, sometimes it explodes), perhaps TC's are more sensitive to subtleties in the game that we are only beginning to suspect.) ''(Best explanation of FI fat is map temperature! Who would have guessed that connection?)''&lt;br /&gt;
&lt;br /&gt;
::That said... what do we do about it?  I'd suggest (reluctantly) backing the article off, and simply stating that both effects have been observed, and the variable is not perfectly understood.  Because neither &amp;quot;yes&amp;quot; nor &amp;quot;no&amp;quot; is universally true or applicable.--[[User:Albedo|Albedo]] 10:26, 19 September 2009 (UTC)&lt;br /&gt;
:::I have a theory as to what's going on, based on what you've observed - just as Willow trees, fisher berries, muck roots, rat weeds, sun berries, kobold bulbs, and rope reeds only grow within 2 tiles of a river or murky pool, tower-caps also grow on soil such that either there's a solid soil wall underneath within a 2 tile radius '''or''' there's a muddy tile on the same level within a 2 tile radius, even if the tile immediately underneath is stone. It certainly fits with what I've seen, since all of my farm plots are irrigated, and I observed similar behavior in my last fortress with above-ground trees growing only in certain spots over the stockpile rooms I had dug out. --[[User:Quietust|Quietust]] 00:37, 22 September 2009 (UTC)&lt;br /&gt;
::::I disagree with the two-tile radius bit.  I have clay rooms dug into the side of a mountain with clay soil beneath them.  Not having researched any of this, I was perplexed by the fact that some years after I discovered an underground river, I had spattering of towercaps growing in those rooms on the upper level, except for a three-tile wide stripe that was densely covered with 'shrub' and had no towercaps whatsoever.  That stripe exactly corresponds to a three-tile-wide corridor I'd carved out directly beneath them.  All of the no-growth tiles are within a 2-tile radius of soil walls on the level below (since the corridor is only 3 wide, obviously.  Even if I'm misinterpreting you and the center row isn't within the radius, the outer edges should be, but the stripe on the level above clearly refutes that).  All of these tiles have always been totally dry on both relevant z-levels; the nearest water is more than 70 tiles away.  I don't know what role irrigation plays, but the 'soil below' bit certainly seems relevant.  As an aside, all those three-tile-wide corridors in the soil on the underground level totally lack any growth - they're never walked on or anything (quite far from my actual base), but they have only rock beneath them.  So again that seems to fit nicely.[[User:Tofof|Tofof]] 04:32, 5 January 2010 (UTC)&lt;br /&gt;
::::Update: I -believe- the radius bit (at least on same z-level) for muddied soil requirements.  I experimented some with it and found towercaps growing up to two tiles away from my muddied spots. Still see only counterevidence to any radius effect on the &amp;quot;soil below&amp;quot; alternative requirement.[[User:Tofof|Tofof]] 09:59, 6 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tried to clean up and clarify the page ==&lt;br /&gt;
&lt;br /&gt;
The main paragraph with all the good info looked somewhat muddled together. I tried to improve it and make it easier for new DF players to understand.&lt;br /&gt;
&lt;br /&gt;
[[User:webkilla|webkilla]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=60565</id>
		<title>40d:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=60565"/>
		<updated>2010-01-05T04:34:02Z</updated>

		<summary type="html">&lt;p&gt;Tofof: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tower-caps''' are a type of mushroom-like [[subterranean]] [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce tower-cap [[log]]s. Tower-caps will grow ''only if'' you have discovered an [[underground]] [[river]] or [[underground pool]]. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set. As with normal trees, they take about 1 and a half years to fully grow.&lt;br /&gt;
&lt;br /&gt;
== Underground tree farms ==&lt;br /&gt;
&lt;br /&gt;
1: If you have discovered an underground river or pool, tower-caps will start spontaneously growing in ''[[Irrigation|muddied]]'' subterranean areas (rock or soil), or any subterranean soil (disputed; unmuddied soil may require soil walls on the z-level below for growth; see talk page for details), though muddied soil has a denser production than dry soil.&lt;br /&gt;
&lt;br /&gt;
2: This basically means that if you irrigate an underground area you will have MUCH BETTER CHANCE of getting tower caps to grow there&lt;br /&gt;
&lt;br /&gt;
3: The distance or [[path]] to the underground river does not matter. Simply discovering an underground pool or river is enough. (does not work if you use reveal.exe)&lt;br /&gt;
&lt;br /&gt;
4: It is thus possible to make a (big) safe underground chamber where your dwarves may harvest wood without exposing themselves to the dangers of the surface world.&lt;br /&gt;
&lt;br /&gt;
5: harvesting tower caps will anger the elves just like normal wood harvesting.&lt;br /&gt;
&lt;br /&gt;
On the subject of spawning tower-caps, [[Toady]] said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Later, you should be able to plant them. There are no arbitrary vegetation caps now&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::&amp;lt;sup&amp;gt;1: Note that it ''is'' working and that underground rivers are not that rare any more.&amp;lt;/sup&amp;gt;&lt;br /&gt;
::&amp;lt;sup&amp;gt;2: The &amp;quot;arbitrary vegetation caps&amp;quot; comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To design a tower-cap &amp;quot;farm&amp;quot;, refer also to the [[Irrigation#Easier.2C_safer_irrigation|irrigation]] article.&lt;br /&gt;
&lt;br /&gt;
Beware that young tower caps, like young [[tree]]s, are fragile and will be quickly killed if repeatedly walked upon.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_WOOD:GIANT_SHROOM]&lt;br /&gt;
[NAME:tower-cap][ADJ:tower-cap]&lt;br /&gt;
[TILE:5]&lt;br /&gt;
[PREFSTRING:great size]&lt;br /&gt;
[WET][DRY]&lt;br /&gt;
[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[SOLID_DENSITY:600]}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60564</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60564"/>
		<updated>2010-01-05T04:32:02Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* unmuddied soil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
&lt;br /&gt;
Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
&lt;br /&gt;
Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Muddied soil ==&lt;br /&gt;
&lt;br /&gt;
I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
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:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:dorten|dorten]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::You're leaving out too much info. What is the source of this information? Did you test it, or is it second hand? If you tested it, what kind of test did you do? If it's second hand, where is it from? Have you ruled out different behaviors for different soils? Also, if you're confident enough about this to write in such an arrogant tone, why have you not edited any of this information into the article? [[User:VengefulDonut|VengefulDonut]] 00:44, 10 February 2009 (EST)&lt;br /&gt;
:::Sorry for arrogant tone, keeping emotions low isn't one of my skills :). Anyway, The sourceof this information is my experience. Especially in my latest forts, where I needed wood on a regular basis. My tests: &lt;br /&gt;
 normal soil with trees, aboveground =&amp;gt; all ok&lt;br /&gt;
 dig out the room underneath =&amp;gt; trees and bushes stop to grow above. &lt;br /&gt;
 dig channels, so, that there's a stone under soil =&amp;gt; only grass grows.&lt;br /&gt;
 belowground muddied stone =&amp;gt; bushes and towercaps&lt;br /&gt;
 belowground multilevel soil =&amp;gt; bushes and towercaps (green ones, yay!)&lt;br /&gt;
 remove soil beneath =&amp;gt; they stop growing&lt;br /&gt;
 only soil floor =&amp;gt; they do not grow&lt;br /&gt;
 muddying in last two cases =&amp;gt; yay! they grow again.&lt;br /&gt;
The tests I did not finished yet (working on them now) - &lt;br /&gt;
 remove soil layer from below of natural aboveground forest (no new trees), and muddy it after that&lt;br /&gt;
 muddy channeled to abovegroundness areas in suitable biomes.&lt;br /&gt;
 do it with or without cave river/pond&lt;br /&gt;
Regards. (And I really am sorry for my tone)--[[User:Dorten|Dorten]] 05:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This does not work - after 2 years still no sign of vegetation on soil (sandy loam cavern floor) with soil layer below (sandy loam walls), while my tree farm on muddied tiles runs fine. Can you give more specifics? Does there have to be more than 2 layers of soil? --[[User:Birthright|Birthright]] 00:00, 12 July 2009 (UTC)&lt;br /&gt;
:::::It had to happen - just when i start to complain, the first (yes, green) shrub shows up. Took forever, but yep, it's there. --[[User:Birthright|Birthright]] 20:04, 12 July 2009 (UTC)&lt;br /&gt;
::::::I've got a pretty good counterexample to the idea that a solid soil wall is required underneath an unmuddied soil floor - right now, in my current fortress, I have a fully grown tower-cap growing on a tile of dry black sand between two of my farm plots. If I navigate down 1 Z-level, the area underneath consists of mined-out [[chalk]] (specifically, an archery range with unmined chalk walls separating each lane). I also have 2 other tower-caps which grew on dry black sand such that the tiles immediately below them are black sand ''floors'', mined out to create stockpile space. --[[User:Quietust|Quietust]] 19:50, 18 September 2009 (UTC)&lt;br /&gt;
:::::::I should add, though, that I have several other areas of black sand with mined-out chalk underneath them which have ''not'' shown any signs of plant growth - perhaps it has something to do with proximity to a mountain biome? --[[User:Quietust|Quietust]] 01:46, 19 September 2009 (UTC)&lt;br /&gt;
::::::::I am building my first tower cap farms now and it seems to be that I can only get them to grow in half of my fortress no matter what. I remember on the embark screen that my area spans two biomes and the border between where they will and won't grow seems similar - perhaps tower caps can only grow in soil in the same biome as the underground river that makes it possible to grow them?&lt;br /&gt;
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== Growing Tower Caps Without Water ==&lt;br /&gt;
So I've been growing tower caps without water for quite some time&lt;br /&gt;
Trick is to carve out a sandy room near the edge, as you'll see in the picture, there's a border of usually 1 block between the carved sandy room, and the outside natural world.  I believe that outside needs to be forested, but I haven't tested that enough yet.  &lt;br /&gt;
In any case this seems to circumvent the need for water. --[[User:Loganis|Loganis]] 10:48, 27 July 2009 (UTC)&lt;br /&gt;
[[File:Towercaps-sandy.jpg]]&lt;br /&gt;
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:See the article (and entry above) for an explanation - sand is a soil --[[User:Birthright|Birthright]] 10:31, 27 July 2009 (UTC)&lt;br /&gt;
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== '''unmuddied''' soil ==&lt;br /&gt;
Okay, folks, I don't know whats going on with you, but I have a huge cavern of sand floor with stone below and not a single shrub or tree there for years. This is also consistent with all fortresses i had so far. On those tiles with soil below, caps grow just fine, same with my muddied tree farm on stone. Guess I will wait for a few years more.. Im not even the one who came up with this, but only learned that from testing it..see also [[Talk:Irrigation]] --[[User:Frickinglogin|Frickinglogin]] 21:22, 18 September 2009 (UTC)&lt;br /&gt;
:Tell that to my fortress, where I've got a few tower-caps which have grown on dry sand floors with air underneath them, and a few of which originally had stone underneath them (see [http://mkv25.net/dfma/map-6986-wasprag here], specifically the farms on Z-level 16 - this one only has saplings, but a few of them have since fully grown). Then again, I've got other sand nearby which won't grow anything at all (same map, but the refuse pile on Z-level 15 and the hallway to the left)... --[[User:Quietust|Quietust]] 01:58, 19 September 2009 (UTC)&lt;br /&gt;
::I, too, have TC's with nothing underneath, and they grow great. But I also believe those who say otherwise - I think this is an area where both parties have blindly assumed &amp;quot;X = Y&amp;quot;, when in fact there's much more going on, variables that cause it to work sometimes, and not others. Since it seems to be consistent with each player (no player I've seen has said &amp;quot;sometimes...&amp;quot;), it's either habitual choice of maps, habitual play element, or &amp;lt;shudder&amp;gt; some obscure programming glitch specific to some computers, along the lines of the sort of thing that causes some computers to gen worlds differently. Whatever, I think more is going on here than we understand. &lt;br /&gt;
&lt;br /&gt;
::(For one, I've notice that TC's growing on dry soil tend to grow better &amp;quot;near&amp;quot; water - at the edge of irrigation, near a damp wall, or closer to a river (that level or 1 below).  Just as fire imp fat reacts differently at different times (sometimes it burns, sometimes it explodes), perhaps TC's are more sensitive to subtleties in the game that we are only beginning to suspect.) ''(Best explanation of FI fat is map temperature! Who would have guessed that connection?)''&lt;br /&gt;
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::That said... what do we do about it?  I'd suggest (reluctantly) backing the article off, and simply stating that both effects have been observed, and the variable is not perfectly understood.  Because neither &amp;quot;yes&amp;quot; nor &amp;quot;no&amp;quot; is universally true or applicable.--[[User:Albedo|Albedo]] 10:26, 19 September 2009 (UTC)&lt;br /&gt;
:::I have a theory as to what's going on, based on what you've observed - just as Willow trees, fisher berries, muck roots, rat weeds, sun berries, kobold bulbs, and rope reeds only grow within 2 tiles of a river or murky pool, tower-caps also grow on soil such that either there's a solid soil wall underneath within a 2 tile radius '''or''' there's a muddy tile on the same level within a 2 tile radius, even if the tile immediately underneath is stone. It certainly fits with what I've seen, since all of my farm plots are irrigated, and I observed similar behavior in my last fortress with above-ground trees growing only in certain spots over the stockpile rooms I had dug out. --[[User:Quietust|Quietust]] 00:37, 22 September 2009 (UTC)&lt;br /&gt;
::::I disagree with the two-tile radius bit.  I have clay rooms dug into the side of a mountain with clay soil beneath them.  Not having researched any of this, I was perplexed by the fact that some years after I discovered an underground river, I had spattering of towercaps growing in those rooms on the upper level, except for a three-tile wide stripe that was densely covered with 'shrub' and had no towercaps whatsoever.  That stripe exactly corresponds to a three-tile-wide corridor I'd carved out directly beneath them.  All of the no-growth tiles are within a 2-tile radius of soil walls on the level below (since the corridor is only 3 wide, obviously.  Even if I'm misinterpreting you and the center row isn't within the radius, the outer edges should be, but the stripe on the level above clearly refutes that).  All of these tiles have always been totally dry on both relevant z-levels; the nearest water is more than 70 tiles away.  I don't know what role irrigation plays, but the 'soil below' bit certainly seems relevant.  As an aside, all those three-tile-wide corridors in the soil on the underground level totally lack any growth - they're never walked on or anything (quite far from my actual base), but they have only rock beneath them.  So again that seems to fit nicely.[[User:Tofof|Tofof]] 04:32, 5 January 2010 (UTC)&lt;br /&gt;
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== tried to clean up and clarify the page ==&lt;br /&gt;
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The main paragraph with all the good info looked somewhat muddled together. I tried to improve it and make it easier for new DF players to understand.&lt;br /&gt;
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[[User:webkilla|webkilla]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60563</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60563"/>
		<updated>2010-01-05T04:31:53Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* unmuddied soil */&lt;/p&gt;
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&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
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Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
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You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
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== Natural vs carved-out ponds ==&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
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:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
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::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
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:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
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::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
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::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
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:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
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::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
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:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
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::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
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:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
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::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
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== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
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== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
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Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
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:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
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== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
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Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
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== Muddied soil ==&lt;br /&gt;
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I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
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:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:dorten|dorten]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::You're leaving out too much info. What is the source of this information? Did you test it, or is it second hand? If you tested it, what kind of test did you do? If it's second hand, where is it from? Have you ruled out different behaviors for different soils? Also, if you're confident enough about this to write in such an arrogant tone, why have you not edited any of this information into the article? [[User:VengefulDonut|VengefulDonut]] 00:44, 10 February 2009 (EST)&lt;br /&gt;
:::Sorry for arrogant tone, keeping emotions low isn't one of my skills :). Anyway, The sourceof this information is my experience. Especially in my latest forts, where I needed wood on a regular basis. My tests: &lt;br /&gt;
 normal soil with trees, aboveground =&amp;gt; all ok&lt;br /&gt;
 dig out the room underneath =&amp;gt; trees and bushes stop to grow above. &lt;br /&gt;
 dig channels, so, that there's a stone under soil =&amp;gt; only grass grows.&lt;br /&gt;
 belowground muddied stone =&amp;gt; bushes and towercaps&lt;br /&gt;
 belowground multilevel soil =&amp;gt; bushes and towercaps (green ones, yay!)&lt;br /&gt;
 remove soil beneath =&amp;gt; they stop growing&lt;br /&gt;
 only soil floor =&amp;gt; they do not grow&lt;br /&gt;
 muddying in last two cases =&amp;gt; yay! they grow again.&lt;br /&gt;
The tests I did not finished yet (working on them now) - &lt;br /&gt;
 remove soil layer from below of natural aboveground forest (no new trees), and muddy it after that&lt;br /&gt;
 muddy channeled to abovegroundness areas in suitable biomes.&lt;br /&gt;
 do it with or without cave river/pond&lt;br /&gt;
Regards. (And I really am sorry for my tone)--[[User:Dorten|Dorten]] 05:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This does not work - after 2 years still no sign of vegetation on soil (sandy loam cavern floor) with soil layer below (sandy loam walls), while my tree farm on muddied tiles runs fine. Can you give more specifics? Does there have to be more than 2 layers of soil? --[[User:Birthright|Birthright]] 00:00, 12 July 2009 (UTC)&lt;br /&gt;
:::::It had to happen - just when i start to complain, the first (yes, green) shrub shows up. Took forever, but yep, it's there. --[[User:Birthright|Birthright]] 20:04, 12 July 2009 (UTC)&lt;br /&gt;
::::::I've got a pretty good counterexample to the idea that a solid soil wall is required underneath an unmuddied soil floor - right now, in my current fortress, I have a fully grown tower-cap growing on a tile of dry black sand between two of my farm plots. If I navigate down 1 Z-level, the area underneath consists of mined-out [[chalk]] (specifically, an archery range with unmined chalk walls separating each lane). I also have 2 other tower-caps which grew on dry black sand such that the tiles immediately below them are black sand ''floors'', mined out to create stockpile space. --[[User:Quietust|Quietust]] 19:50, 18 September 2009 (UTC)&lt;br /&gt;
:::::::I should add, though, that I have several other areas of black sand with mined-out chalk underneath them which have ''not'' shown any signs of plant growth - perhaps it has something to do with proximity to a mountain biome? --[[User:Quietust|Quietust]] 01:46, 19 September 2009 (UTC)&lt;br /&gt;
::::::::I am building my first tower cap farms now and it seems to be that I can only get them to grow in half of my fortress no matter what. I remember on the embark screen that my area spans two biomes and the border between where they will and won't grow seems similar - perhaps tower caps can only grow in soil in the same biome as the underground river that makes it possible to grow them?&lt;br /&gt;
&lt;br /&gt;
== Growing Tower Caps Without Water ==&lt;br /&gt;
So I've been growing tower caps without water for quite some time&lt;br /&gt;
Trick is to carve out a sandy room near the edge, as you'll see in the picture, there's a border of usually 1 block between the carved sandy room, and the outside natural world.  I believe that outside needs to be forested, but I haven't tested that enough yet.  &lt;br /&gt;
In any case this seems to circumvent the need for water. --[[User:Loganis|Loganis]] 10:48, 27 July 2009 (UTC)&lt;br /&gt;
[[File:Towercaps-sandy.jpg]]&lt;br /&gt;
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:See the article (and entry above) for an explanation - sand is a soil --[[User:Birthright|Birthright]] 10:31, 27 July 2009 (UTC)&lt;br /&gt;
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== '''unmuddied''' soil ==&lt;br /&gt;
Okay, folks, I don't know whats going on with you, but I have a huge cavern of sand floor with stone below and not a single shrub or tree there for years. This is also consistent with all fortresses i had so far. On those tiles with soil below, caps grow just fine, same with my muddied tree farm on stone. Guess I will wait for a few years more.. Im not even the one who came up with this, but only learned that from testing it..see also [[Talk:Irrigation]] --[[User:Frickinglogin|Frickinglogin]] 21:22, 18 September 2009 (UTC)&lt;br /&gt;
:Tell that to my fortress, where I've got a few tower-caps which have grown on dry sand floors with air underneath them, and a few of which originally had stone underneath them (see [http://mkv25.net/dfma/map-6986-wasprag here], specifically the farms on Z-level 16 - this one only has saplings, but a few of them have since fully grown). Then again, I've got other sand nearby which won't grow anything at all (same map, but the refuse pile on Z-level 15 and the hallway to the left)... --[[User:Quietust|Quietust]] 01:58, 19 September 2009 (UTC)&lt;br /&gt;
::I, too, have TC's with nothing underneath, and they grow great. But I also believe those who say otherwise - I think this is an area where both parties have blindly assumed &amp;quot;X = Y&amp;quot;, when in fact there's much more going on, variables that cause it to work sometimes, and not others. Since it seems to be consistent with each player (no player I've seen has said &amp;quot;sometimes...&amp;quot;), it's either habitual choice of maps, habitual play element, or &amp;lt;shudder&amp;gt; some obscure programming glitch specific to some computers, along the lines of the sort of thing that causes some computers to gen worlds differently. Whatever, I think more is going on here than we understand. &lt;br /&gt;
&lt;br /&gt;
::(For one, I've notice that TC's growing on dry soil tend to grow better &amp;quot;near&amp;quot; water - at the edge of irrigation, near a damp wall, or closer to a river (that level or 1 below).  Just as fire imp fat reacts differently at different times (sometimes it burns, sometimes it explodes), perhaps TC's are more sensitive to subtleties in the game that we are only beginning to suspect.) ''(Best explanation of FI fat is map temperature! Who would have guessed that connection?)''&lt;br /&gt;
&lt;br /&gt;
::That said... what do we do about it?  I'd suggest (reluctantly) backing the article off, and simply stating that both effects have been observed, and the variable is not perfectly understood.  Because neither &amp;quot;yes&amp;quot; nor &amp;quot;no&amp;quot; is universally true or applicable.--[[User:Albedo|Albedo]] 10:26, 19 September 2009 (UTC)&lt;br /&gt;
:::I have a theory as to what's going on, based on what you've observed - just as Willow trees, fisher berries, muck roots, rat weeds, sun berries, kobold bulbs, and rope reeds only grow within 2 tiles of a river or murky pool, tower-caps also grow on soil such that either there's a solid soil wall underneath within a 2 tile radius '''or''' there's a muddy tile on the same level within a 2 tile radius, even if the tile immediately underneath is stone. It certainly fits with what I've seen, since all of my farm plots are irrigated, and I observed similar behavior in my last fortress with above-ground trees growing only in certain spots over the stockpile rooms I had dug out. --[[User:Quietust|Quietust]] 00:37, 22 September 2009 (UTC)&lt;br /&gt;
::::I disagree with the two-tile radius bit.  I have clay rooms dug into the side of a mountain with clay soil beneath them.  Not having researched any of this, I was perplexed by the fact that some years after I discovered an underground river, I had spattering of towercaps growing in those rooms on the upper level, except for a three-tile wide stripe that was densely covered with 'shrub' and had no towercaps whatsoever.  That stripe exactly corresponds to a three-tile-wide corridor I'd carved out directly beneath them.  All of the no-growth tiles are within a 2-tile radius of soil walls on the level below (since the corridor is only 3 wide, obviously.  Even if I'm misinterpreting you and the center row isn't within the radius, the outer edges should be, but the stripe on the level above clearly refutes that).  All of these tiles have always been totally dry on both relevant z-levels; the nearest water is more than 70 tiles away.  I don't know what role irrigation plays, but the 'soil below' bit certainly seems relevant.  As an aside, all those three-tile-wide corridors in the soil on the underground level totally lack any growth - they're never walked on or anything (quite far from my actual base), but they have only rock beneath them.  So again that seems to fit nicely.&lt;br /&gt;
&lt;br /&gt;
== tried to clean up and clarify the page ==&lt;br /&gt;
&lt;br /&gt;
The main paragraph with all the good info looked somewhat muddled together. I tried to improve it and make it easier for new DF players to understand.&lt;br /&gt;
&lt;br /&gt;
[[User:webkilla|webkilla]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60562</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=60562"/>
		<updated>2010-01-05T04:31:40Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* unmuddied soil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
&lt;br /&gt;
Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
&lt;br /&gt;
Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Muddied soil ==&lt;br /&gt;
&lt;br /&gt;
I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:dorten|dorten]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::You're leaving out too much info. What is the source of this information? Did you test it, or is it second hand? If you tested it, what kind of test did you do? If it's second hand, where is it from? Have you ruled out different behaviors for different soils? Also, if you're confident enough about this to write in such an arrogant tone, why have you not edited any of this information into the article? [[User:VengefulDonut|VengefulDonut]] 00:44, 10 February 2009 (EST)&lt;br /&gt;
:::Sorry for arrogant tone, keeping emotions low isn't one of my skills :). Anyway, The sourceof this information is my experience. Especially in my latest forts, where I needed wood on a regular basis. My tests: &lt;br /&gt;
 normal soil with trees, aboveground =&amp;gt; all ok&lt;br /&gt;
 dig out the room underneath =&amp;gt; trees and bushes stop to grow above. &lt;br /&gt;
 dig channels, so, that there's a stone under soil =&amp;gt; only grass grows.&lt;br /&gt;
 belowground muddied stone =&amp;gt; bushes and towercaps&lt;br /&gt;
 belowground multilevel soil =&amp;gt; bushes and towercaps (green ones, yay!)&lt;br /&gt;
 remove soil beneath =&amp;gt; they stop growing&lt;br /&gt;
 only soil floor =&amp;gt; they do not grow&lt;br /&gt;
 muddying in last two cases =&amp;gt; yay! they grow again.&lt;br /&gt;
The tests I did not finished yet (working on them now) - &lt;br /&gt;
 remove soil layer from below of natural aboveground forest (no new trees), and muddy it after that&lt;br /&gt;
 muddy channeled to abovegroundness areas in suitable biomes.&lt;br /&gt;
 do it with or without cave river/pond&lt;br /&gt;
Regards. (And I really am sorry for my tone)--[[User:Dorten|Dorten]] 05:39, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This does not work - after 2 years still no sign of vegetation on soil (sandy loam cavern floor) with soil layer below (sandy loam walls), while my tree farm on muddied tiles runs fine. Can you give more specifics? Does there have to be more than 2 layers of soil? --[[User:Birthright|Birthright]] 00:00, 12 July 2009 (UTC)&lt;br /&gt;
:::::It had to happen - just when i start to complain, the first (yes, green) shrub shows up. Took forever, but yep, it's there. --[[User:Birthright|Birthright]] 20:04, 12 July 2009 (UTC)&lt;br /&gt;
::::::I've got a pretty good counterexample to the idea that a solid soil wall is required underneath an unmuddied soil floor - right now, in my current fortress, I have a fully grown tower-cap growing on a tile of dry black sand between two of my farm plots. If I navigate down 1 Z-level, the area underneath consists of mined-out [[chalk]] (specifically, an archery range with unmined chalk walls separating each lane). I also have 2 other tower-caps which grew on dry black sand such that the tiles immediately below them are black sand ''floors'', mined out to create stockpile space. --[[User:Quietust|Quietust]] 19:50, 18 September 2009 (UTC)&lt;br /&gt;
:::::::I should add, though, that I have several other areas of black sand with mined-out chalk underneath them which have ''not'' shown any signs of plant growth - perhaps it has something to do with proximity to a mountain biome? --[[User:Quietust|Quietust]] 01:46, 19 September 2009 (UTC)&lt;br /&gt;
::::::::I am building my first tower cap farms now and it seems to be that I can only get them to grow in half of my fortress no matter what. I remember on the embark screen that my area spans two biomes and the border between where they will and won't grow seems similar - perhaps tower caps can only grow in soil in the same biome as the underground river that makes it possible to grow them?&lt;br /&gt;
&lt;br /&gt;
== Growing Tower Caps Without Water ==&lt;br /&gt;
So I've been growing tower caps without water for quite some time&lt;br /&gt;
Trick is to carve out a sandy room near the edge, as you'll see in the picture, there's a border of usually 1 block between the carved sandy room, and the outside natural world.  I believe that outside needs to be forested, but I haven't tested that enough yet.  &lt;br /&gt;
In any case this seems to circumvent the need for water. --[[User:Loganis|Loganis]] 10:48, 27 July 2009 (UTC)&lt;br /&gt;
[[File:Towercaps-sandy.jpg]]&lt;br /&gt;
&lt;br /&gt;
:See the article (and entry above) for an explanation - sand is a soil --[[User:Birthright|Birthright]] 10:31, 27 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== '''unmuddied''' soil ==&lt;br /&gt;
Okay, folks, I don't know whats going on with you, but I have a huge cavern of sand floor with stone below and not a single shrub or tree there for years. This is also consistent with all fortresses i had so far. On those tiles with soil below, caps grow just fine, same with my muddied tree farm on stone. Guess I will wait for a few years more.. Im not even the one who came up with this, but only learned that from testing it..see also [[Talk:Irrigation]] --[[User:Frickinglogin|Frickinglogin]] 21:22, 18 September 2009 (UTC)&lt;br /&gt;
:Tell that to my fortress, where I've got a few tower-caps which have grown on dry sand floors with air underneath them, and a few of which originally had stone underneath them (see [http://mkv25.net/dfma/map-6986-wasprag here], specifically the farms on Z-level 16 - this one only has saplings, but a few of them have since fully grown). Then again, I've got other sand nearby which won't grow anything at all (same map, but the refuse pile on Z-level 15 and the hallway to the left)... --[[User:Quietust|Quietust]] 01:58, 19 September 2009 (UTC)&lt;br /&gt;
::I, too, have TC's with nothing underneath, and they grow great. But I also believe those who say otherwise - I think this is an area where both parties have blindly assumed &amp;quot;X = Y&amp;quot;, when in fact there's much more going on, variables that cause it to work sometimes, and not others. Since it seems to be consistent with each player (no player I've seen has said &amp;quot;sometimes...&amp;quot;), it's either habitual choice of maps, habitual play element, or &amp;lt;shudder&amp;gt; some obscure programming glitch specific to some computers, along the lines of the sort of thing that causes some computers to gen worlds differently. Whatever, I think more is going on here than we understand. &lt;br /&gt;
&lt;br /&gt;
::(For one, I've notice that TC's growing on dry soil tend to grow better &amp;quot;near&amp;quot; water - at the edge of irrigation, near a damp wall, or closer to a river (that level or 1 below).  Just as fire imp fat reacts differently at different times (sometimes it burns, sometimes it explodes), perhaps TC's are more sensitive to subtleties in the game that we are only beginning to suspect.) ''(Best explanation of FI fat is map temperature! Who would have guessed that connection?)''&lt;br /&gt;
&lt;br /&gt;
::That said... what do we do about it?  I'd suggest (reluctantly) backing the article off, and simply stating that both effects have been observed, and the variable is not perfectly understood.  Because neither &amp;quot;yes&amp;quot; nor &amp;quot;no&amp;quot; is universally true or applicable.--[[User:Albedo|Albedo]] 10:26, 19 September 2009 (UTC)&lt;br /&gt;
:::I have a theory as to what's going on, based on what you've observed - just as Willow trees, fisher berries, muck roots, rat weeds, sun berries, kobold bulbs, and rope reeds only grow within 2 tiles of a river or murky pool, tower-caps also grow on soil such that either there's a solid soil wall underneath within a 2 tile radius '''or''' there's a muddy tile on the same level within a 2 tile radius, even if the tile immediately underneath is stone. It certainly fits with what I've seen, since all of my farm plots are irrigated, and I observed similar behavior in my last fortress with above-ground trees growing only in certain spots over the stockpile rooms I had dug out. --[[User:Quietust|Quietust]] 00:37, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::::I disagree with the two-tile radius bit.  I have clay rooms dug into the side of a mountain with clay soil beneath them.  Not having researched any of this, I was perplexed by the fact that some years after I discovered an underground river, I had spattering of towercaps growing in those rooms on the upper level, except for a three-tile wide stripe that was densely covered with 'shrub' and had no towercaps whatsoever.  That stripe exactly corresponds to a three-tile-wide corridor I'd carved out directly beneath them.  All of the no-growth tiles are within a 2-tile radius of soil walls on the level below (since the corridor is only 3 wide, obviously.  Even if I'm misinterpreting you and the center row isn't within the radius, the outer edges should be, but the stripe on the level above clearly refutes that).  All of these tiles have always been totally dry on both relevant z-levels; the nearest water is more than 70 tiles away.  I don't know what role irrigation plays, but the 'soil below' bit certainly seems relevant.  As an aside, all those three-tile-wide corridors in the soil on the underground level totally lack any growth - they're never walked on or anything (quite far from my actual base), but they have only rock beneath them.  So again that seems to fit nicely.&lt;br /&gt;
&lt;br /&gt;
== tried to clean up and clarify the page ==&lt;br /&gt;
&lt;br /&gt;
The main paragraph with all the good info looked somewhat muddled together. I tried to improve it and make it easier for new DF players to understand.&lt;br /&gt;
&lt;br /&gt;
[[User:webkilla|webkilla]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_get_my_dwarves_to_do_stuff&amp;diff=60470</id>
		<title>40d Talk:How do I get my dwarves to do stuff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:How_do_I_get_my_dwarves_to_do_stuff&amp;diff=60470"/>
		<updated>2010-01-03T06:09:55Z</updated>

		<summary type="html">&lt;p&gt;Tofof: /* Valid path */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this page is completely useless for two reasons:&lt;br /&gt;
&lt;br /&gt;
*First, there exist pages on designating all sorts of tasks.  These pages are thorough and up to date, and this page does not add anything not stated elsewhere.&lt;br /&gt;
&lt;br /&gt;
*Second, nobody is going to type &amp;quot;How do I get my dwarves to do stuff&amp;quot; into the search box, and I can't think of any keywords that would redirect here that do not redirect somewhere more useful. &lt;br /&gt;
&lt;br /&gt;
I request that this page be deleted.  [[User:Bouchart|Bouchart]] 20:32, 3 December 2007 (EST)&lt;br /&gt;
:To answer your question, by clicking on the &amp;quot;What links here&amp;quot; to the left of this page, I can see that this page is linked from&lt;br /&gt;
    * [[Frequently Asked Questions]]&lt;br /&gt;
    * [[Starting builds]]&lt;br /&gt;
    * [[Your first fortress]]&lt;br /&gt;
    * [[Location]]&lt;br /&gt;
    * [[Template:Starting FAQ]]&lt;br /&gt;
    * [[What should I build first]]&lt;br /&gt;
    * [[Where in my area should I build my fort]]&lt;br /&gt;
:I think the FAQs are a good idea, but they should simply give some very simple information and link to other existing pages for complete info. What FAQs currently made don't do, or don't do well. Thus, even if I agree that they are pretty much useless in their current form, I still think they are very newbie friendly and should be kept alive. --[[User:Eagle of Fire|Eagle of Fire]] 21:06, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I respectfully disagree.  The &amp;quot;Your First Fortress&amp;quot; page covers a lot of valuable, necessary information for beginners, including specific keystrokes needed to do certain tasks.  It also has plenty of links.  A bunch of FAQ pages are harder to keep up-to-date and accurate.  [[User:Bouchart|Bouchart]] 21:17, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
this page is wrong. if you have a woodcutter with no axe and another dwarf with one but no woodcutting enabled, nothing will happen... [[User:Twiggie|Twiggie]]&lt;br /&gt;
&lt;br /&gt;
:It doesn't say anything about woodcutting... --[[User:LegacyCWAL|LegacyCWAL]] 15:32, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Valid path ==&lt;br /&gt;
&lt;br /&gt;
Perhaps in previous versions a cardinal direction was required, but at least in 40d and 40d16 I build doors all time time with only diagonal access (for example, at an intersection of 4 walls from each of the cardinal directions).  So... at a minimum, the bit about doors needing a non-diagonal path is totally wrong.  Not sure of enough to change it though.  [[User:Tofof|Tofof]] 06:09, 3 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=59896</id>
		<title>40d:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_snake&amp;diff=59896"/>
		<updated>2009-12-18T16:51:41Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Cats ignore snakes?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire snakes are fire-proof [[vermin]]. They spawn only around [[magma]] sites, which are defined as the original [[biomes]], not channels that carry magma away from [[magma pipe]]s or [[magma pool]]s. They may start fires, so don't locate [[booze]] (or [[coal]] or [[graphite]]) stockpiles near magma (or passages leading to magma) unless you have ample [[cats]] {{verify}} (Cats ignore snakes?  See talk page). &lt;br /&gt;
&lt;br /&gt;
Fire snakes may be safely caught in animal traps made from wood or metal, though attempting to capture a live fire snake from a [[kennel]] seems to fail (with &amp;quot;live fire snake has burned its way out of confinement!&amp;quot;) if the animal trap was made from an unusual material as the result of a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
'''Liquid fire''' is an [[extract]] derived from [[fire snake]]s at a [[butcher's shop]] by a dwarf with the [[animal dissector]] labor enabled. It has no known use except as a trade good, worth 500☼ per vial (plus the value of the vial itself). A glass vial is required - for some reason, metal flasks will not be used.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SNAKE_FIRE]&lt;br /&gt;
	[NAME:fire snake:fire snakes:fire snake]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[FIREIMMUNE][WEBIMMUNE][IMMOLATE][MAGMA_VISION]&lt;br /&gt;
	[EXTRACT:liquid fire:4:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BLOODTYPE:M]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:14000]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=59737</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=59737"/>
		<updated>2009-12-14T10:40:24Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Might as well have this image here in huge wasted whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; [[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; [[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional.&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Dwarves will do this automatically without your input after the labour is enabled. [[Hunt]]ing can be a dangerous task, see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
[[Bush|Shrubs]] -&amp;gt; [[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
:Note that [[muck root]]s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], and [[Blocks]]; [[Quern]]s and [[Millstone]]s.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal|Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; [[Siege engine]] parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animal]] -&amp;gt; [[Animal Trap]]/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
:Only dogs can be trained without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]].&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Leatherworks]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes, see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and three bars for armour and furniture.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ? + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ?  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]] -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Sand]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Rock crystal]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]], [[Crops]], [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: All byproducts ([[seeds]], [[bones]], [[shells]], etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exclamation_point&amp;diff=59621</id>
		<title>Exclamation point</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exclamation_point&amp;diff=59621"/>
		<updated>2009-12-11T08:22:34Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Redirected page to Status icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status icons]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Question_mark&amp;diff=59620</id>
		<title>Question mark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Question_mark&amp;diff=59620"/>
		<updated>2009-12-11T08:21:40Z</updated>

		<summary type="html">&lt;p&gt;Tofof: Redirected page to Status icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Status icons]]&lt;/div&gt;</summary>
		<author><name>Tofof</name></author>
	</entry>
</feed>