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	<updated>2026-05-21T04:36:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Trevlyn13&amp;diff=43921</id>
		<title>User:Trevlyn13</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Trevlyn13&amp;diff=43921"/>
		<updated>2008-07-31T20:58:57Z</updated>

		<summary type="html">&lt;p&gt;Trevlyn13: New page: Legendary Goblin Killer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legendary Goblin Killer&lt;/div&gt;</summary>
		<author><name>Trevlyn13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38282</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38282"/>
		<updated>2008-07-31T18:52:21Z</updated>

		<summary type="html">&lt;p&gt;Trevlyn13: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&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;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&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;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;/div&gt;</summary>
		<author><name>Trevlyn13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6202</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6202"/>
		<updated>2008-07-30T23:07:47Z</updated>

		<summary type="html">&lt;p&gt;Trevlyn13: added info on anti-cave adaptation design strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress defense==&lt;br /&gt;
See [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
== 3D map format ==&lt;br /&gt;
For more information on how to dig passages and structures in a 3D map, see [[digging]].&lt;br /&gt;
&lt;br /&gt;
== Interior design ==&lt;br /&gt;
It may seem obvious to experienced players but it should be stated explicitly: for maximal efficiency your dwarves should spend the least amount of time moving about and the most time doing productive things.  Fortress interior design is critical to productivity.&lt;br /&gt;
&lt;br /&gt;
===Bedroom design===&lt;br /&gt;
See [[bedroom design]].&lt;br /&gt;
&lt;br /&gt;
===Workshop Logistics===&lt;br /&gt;
&lt;br /&gt;
At a certain point, the most important thing for your fortress is not that you have workshops, but that they are placed efficiently.&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
One way of doing this is with the stockpiles on the next Z-level like this:&lt;br /&gt;
&lt;br /&gt;
(view from above)&lt;br /&gt;
&lt;br /&gt;
Level 0:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|W|W|W|W|W|W|`|W|W|W|W|W|W|`&lt;br /&gt;
|`|.|.|&amp;gt;|&amp;gt;|.|.|`|.|.|&amp;gt;|&amp;gt;|.|.|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
Level -1:&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|`|i|i|i|i|i|i|`|i|i|i|i|i|i|`&lt;br /&gt;
|.|.|.|&amp;lt;|&amp;lt;|.|.|.|.|.|&amp;lt;|&amp;lt;|.|.|.&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|o|o|o|o|o|o|`|o|o|o|o|o|o|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
i=input item o=output item W=workshop&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot. Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
==== Moody Dwarves ====&lt;br /&gt;
One important consideration of workshops includes design to account for moody dwarves. Open workshops might be easy and convenient, but make containment in the case of a berserk dwarf difficult.  One such layout that takes this into consideration is as follows:&lt;br /&gt;
{{qd|cols=9&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|`|`|`|X|`|`|`|`&lt;br /&gt;
|`|`|`|┼|`|┼|`|`|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|W|W|W|`|W|W|W|`&lt;br /&gt;
|`|`|`|`|`|`|`|`|`&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and a door can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|W|W|W|W|W|W|`|`|X|`|`|W|W|W|`|W|W|W}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|W|W|W|W|W|W|`|.|`|.|`|W|W|W|`|W|W|W&lt;br /&gt;
|`|`|`|`|`|`|┼|`|`|`|┼|`|`|`|┼|`|`|`&lt;br /&gt;
|.|.|.|.|.|.|`|W|W|W|`|.|.|.|.|.|.|.&lt;br /&gt;
|`|`|`|`|┼|.|`|W|W|W|`|.|┼|`|`|`|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|W|W|W|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|`|`|`|`|`|.|`|W|W|W|`|`&lt;br /&gt;
|`|W|W|W|`|.|┼|W|W|W|┼|.|`|W|W|W|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`}}&lt;br /&gt;
{{qd|cols=18&lt;br /&gt;
|`|`|`|`|`|.|`|W|W|W|`|.|`|`|`|`|`|`&lt;br /&gt;
|`|`|`|`|`|.|`|`|`|`|`|.|`|`|`|`|`|`}}&lt;br /&gt;
&lt;br /&gt;
Key: W: Workshop, X: up/down staircase&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
====Fluid workshop locations====&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous strategies==&lt;br /&gt;
&lt;br /&gt;
===Use for soil layers===&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
Since soil is primarily located near the surface, where a trade depot is often built, it is very useful to dig out large spaces for furniture and finished goods in soil for several reasons. First, it produces no stone, and is thus very fast to dig out. Secondly, having finished goods as close to the trade depot as possible is necessary for efficient trading.&lt;br /&gt;
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===Avoiding Cave Adaptation===&lt;br /&gt;
[[Cave adaptation]] is something you will generally want to avoid.  By utilizing a lighted central stair column, it is possible to make it so that dwarves will be constantly exposed to light and thus avoid cave adaptation.  You can light your central column by using a design similar to the one illustrated below:&lt;br /&gt;
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Start by digging your stairway column all the way to the surface.  Next, channel out the surface layer and replace it with either a floor or stairway, depending on your design strategy. Channel out the next layer below the newly-constructed layer, and replace it appropriately. Repeat all the way down the column, and you should have lighted stairs all the way up and down through your fortress.&lt;br /&gt;
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===Dams===&lt;br /&gt;
See [[dam]].&lt;/div&gt;</summary>
		<author><name>Trevlyn13</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7432</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7432"/>
		<updated>2008-07-27T20:08:59Z</updated>

		<summary type="html">&lt;p&gt;Trevlyn13: Beware: Traffic Problems&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
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== Flooded Entrance ==&lt;br /&gt;
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I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
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:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
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::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
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The idea is good but what I saw on those screenshots had immediately looked flawed to me. Even back when siege AI was broken trolls wandered to my experimental flood-the-sigers device (ironically) and quickly destroyed both the screw pump and the windmill. I am sure that they will also try to break any accessible axles and gears. So you should modify the design to keep all building destroyers (ideally including flying ones but not necessary as dragons are really rare and demons are avoidable) from leaving you with a permanently flooded entrance. The problem can be even worse with lava.--[[User:Another|Another]] 17:59, 16 December 2007 (EST)&lt;br /&gt;
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== Choice of location ==&lt;br /&gt;
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I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;br /&gt;
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:Seconded. That would be indeed useful. --[[User:UltimaPhantom|UltimaPhantom]] 13:43, 8 November 2007 (EST)&lt;br /&gt;
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==Defense Designs== &lt;br /&gt;
I think we should have separate page for defense schemes such as the new trap designs using machines and wall patterns and such. [[User:Jikor|Jikor]] 06:29, 9 November 2007 (EST)&lt;br /&gt;
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== Nifty designs? ==&lt;br /&gt;
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Not sure if this is right page, but I'd love a step-by-step about building arenas. [[User:Runspotrun|Runspotrun]] 09:24, 13 November 2007 (EST)&lt;br /&gt;
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== Workshop layout ==&lt;br /&gt;
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Why are the inputs placed so far off the hallway in the &amp;quot;Wio&amp;quot; design? Wouldn't it make more sense to have a 'ladder' layout where each rail was a hallway and each rung was &amp;quot;iWo&amp;quot;, so that haulers had easy access to both piles?  Or better yet, a hallway with input stockpiles below the workshops, and another with output stockpiles above the workshops?  I think the layout presented is pretty inefficient given the new 3rd axis.&lt;br /&gt;
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== This page is strange to edit ==&lt;br /&gt;
If you edit a section of the page, it totally screws up the formatting of the entire page.  I think it might have to do with the code and pre tags. [[User:Julius|Julius]] 14:21, 13 November 2007 (EST)&lt;br /&gt;
:I stripped out the code and pre tags and replaced them with leading spaces to preserve fixed width formatting.[[User:Julius|Julius]] 14:34, 13 November 2007 (EST)&lt;br /&gt;
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== Access to Trade Depot ==&lt;br /&gt;
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I thought it would be a good idea to have a seperate three-tile wide entrance to have the trade depot underground, behind defences, with a single tile wide access from a store-room for finished goods.&lt;br /&gt;
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HOWEVER: If the drawbridge blocking the three-wide entrance is raised: the human merchant wagons bypass my settlement!&lt;br /&gt;
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Maybe, closed drawbridges need to be included as accessable in the pathfinding algorithm?&lt;br /&gt;
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Yes, my &amp;quot;Access to depot&amp;quot; screen is ''totally different'' with the drawbridge up vs down. It should be the same though.[[User:GarrieIrons|GarrieIrons]] 07:14, 8 February 2008 (EST)&lt;br /&gt;
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==Radial Design==&lt;br /&gt;
I've been using a radial design that works superb.  The entire fortress is designed around a principle somewhat similar to that presented in the 'Moody Dwarves' section on the main page.  With a single staircase running up and down the entire fortress, which everything is connected around.&lt;br /&gt;
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The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those I start mining in straight lines and start a grid pattern.  Storage floors I leave the wall of stone around the staircase with only one or two walls mined out for access and put doors there; everything around this is mined out.  First floor is usually farm workshops, kennel, barracks, and dining.  On the ground level I start by mining into a cave, clear out space for a trade depot, and mine out one spot where I build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
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For defense I prefer to locate the starting digging point up high and build a bridge to an inaccessible area of cliff.  The bridge is retracted as invaders stream across it.  Again, it takes a while to get started because you have to build a huge bridge, but worth it.  The sole entrance to your fortress is also a single down stairway (unless you have backdoors or additional stairways), making it somewhat easy to defend here too.&lt;br /&gt;
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I'm still a noob, so I'm sure people can add to this, but of my several fortresses the one I went with this design on has been my favorite and I think best operating establishment.&lt;br /&gt;
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Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
W= workshop&lt;br /&gt;
D= door&lt;br /&gt;
┼= path&lt;br /&gt;
`= wall&lt;br /&gt;
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[[User:Omnirizon|Omnirizon]] 23:59, 28 February 2008 (EST)&lt;br /&gt;
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== Beware: Traffic Problems ==&lt;br /&gt;
&lt;br /&gt;
I think that one of the biggest mistakes new fortress designers make is not leaving enough space for traffic.  If you build a fortress that is too compact/tight, you'll begin to see problems when you have 80+ dwarves all running around.  This will be especially problematic in fortresses that use single width hallways.  I'd suggest using 4-wide for main arteries, 3-wide for secondary roads, and 2-wide at minimum for anything other than a work/access tunnel.&lt;/div&gt;</summary>
		<author><name>Trevlyn13</name></author>
	</entry>
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