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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hv</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-05T15:46:19Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=257836</id>
		<title>User talk:Briess</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Briess&amp;diff=257836"/>
		<updated>2021-04-23T16:05:34Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Editing practice */ new section&lt;/p&gt;
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&lt;div&gt;{{archive|*[[User_talk:Briess/archive1|archive 1]]&lt;br /&gt;
*[[User_talk:Briess/archive2|archive 2]]&lt;br /&gt;
*[[User_talk:Briess/archive3|archive 3]]&lt;br /&gt;
*[[User_talk:Briess/archive4|archive 4]]&lt;br /&gt;
*[[User_talk:Briess/archive5|archive 5]]&lt;br /&gt;
*[[User_talk:Briess/archive6|archive 6]]&lt;br /&gt;
}}&lt;br /&gt;
== Can't move [[:File:Fäden.png]] ==&lt;br /&gt;
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It's used on [[cv:thread]], but I can't seem to move it to a better title. I think it's because of the &amp;lt;s&amp;gt;accent&amp;lt;/s&amp;gt; umlaut - is there any way you can change its name manually in the database? ([[Wikipedia:mw:Manual:MoveBatch.php|This maintenance script]] should do the trick, but it requires a little setup and it might run into the same problem.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 13 March 2014 (UTC)&lt;br /&gt;
: I missed this. Where should this be moved to? I can give the script a try --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:35, 4 May 2014 (UTC)&lt;br /&gt;
::I was thinking something like [[:f:thread.png]] or [[:f:rope reed fiber thread.png]] would work. If not, I can always reupload it and delete the original (assuming that works). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:52, 4 May 2014 (UTC)&lt;br /&gt;
::: Oops, that was my file. I guess i should take it as reminder to label files something more accessible when they're intended for public use and not just my own stuff. --[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 14:31, 6 May 2014 (UTC)&lt;br /&gt;
::: Can't get the move to work. I'll have to play with the DB if I want to do that. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:39, 16 June 2014 (UTC)&lt;br /&gt;
:::: Might be because I already moved it. :) (Can't remember where at the moment, but it's on [[thread]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:44, 16 June 2014 (UTC)&lt;br /&gt;
::::: Derp. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:49, 16 June 2014 (UTC)&lt;br /&gt;
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== Announcements &amp;quot;NEW&amp;quot; icon ==&lt;br /&gt;
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Can you please add an ID attribute to the red &amp;quot;NEW&amp;quot; message in the sidebar, so I can make it hidden? Thanks {{User:Latias1290/Sig/src|13:20|March 23, 2014}}&lt;br /&gt;
:Removed it, since it's clearly not &amp;quot;new&amp;quot; anymore. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:55, 23 March 2014 (UTC)&lt;br /&gt;
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== [[:File:Old0c3822.png]] ==&lt;br /&gt;
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This file is missing, but is used on {{tl|old}} and has a history page: [https://dwarffortresswiki.org/index.php?title=File:Old0c3822.png&amp;amp;action=history]. Any idea what happened to it? (Other files appear to be unaffected.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:16, 4 May 2014 (UTC)&lt;br /&gt;
:No idea. Going to rebuild images now then --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::And it's back after a rebuild --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:30, 4 May 2014 (UTC)&lt;br /&gt;
::Rebuilding images is now a cronjob that will run every 30 minutes on dfaux1 as well now --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 20:32, 4 May 2014 (UTC)&lt;br /&gt;
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== Creature token page seems to be causing your server trouble ==&lt;br /&gt;
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http://dwarffortresswiki.org/index.php/DF2012:Creature_token comes up with a completely blank (like, about:blank blank) for me and pretty much everyone else I've asked about it. I can get the contents by pulling them from google's cache, but the site itself seems to refuse to let you load it. From experience as a webhost, this generally means that the page has encountered a critical error in its scripting, which it will dump in the error log instead of reporting to the user, for security reasons. I would suggest scouring your error logs. Don't know why this particular page is causing issues. [[Special:Contributions/74.67.17.69|74.67.17.69]] 07:23, 6 May 2014 (UTC)&lt;br /&gt;
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Probably a rendering time issue - the other versions load fine, but v0.31 takes the longest (I'm pretty sure the v0.34 page is the largest). Using action=raw also works. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 10:43, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, disabling AutoRedirect fixed this, so I'm currently disabling pieces of it to see what's causing the problem. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:41, 6 May 2014 (UTC)&lt;br /&gt;
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It appears that the TitleIsAlwaysKnown is the problem, presumably because it takes a lot of time to render on a large page like [[creature token]]. Unfortunately, this is the hook that makes links and searching work. I'll try making the extension skip section links, since they account for most of the links in that article and don't need to be handled at all. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:48, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
All right, that seems to have worked. The render time is back down to 1.2 seconds, which is pretty good for such a long page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:11, 6 May 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
Awesome, glad I could help. [[Special:Contributions/2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61|2604:6000:FB03:4601:BE5F:F4FF:FE3B:6A61]] 16:04, 7 May 2014 (UTC)&lt;br /&gt;
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== MWExceptions ==&lt;br /&gt;
&lt;br /&gt;
Greycat is having problems with editing (may be proxy-related again): http://www.bay12forums.com/smf/index.php?topic=139510.0 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 11:04, 20 June 2014 (UTC)&lt;br /&gt;
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== Bot is removing av template ==&lt;br /&gt;
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[http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 this edit is an example]. Just letting you know. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:39, 10 July 2014 (UTC)&lt;br /&gt;
:And it's deleting the stonelookup template too. [http://dwarffortresswiki.org/index.php?title=DF2014:Puddingstone&amp;amp;diff=204589&amp;amp;oldid=203339 example]. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:41, 10 July 2014 (UTC)&lt;br /&gt;
::It looks like it searched for &amp;quot;&amp;lt;nowiki&amp;gt;{{quality|.*}}&amp;lt;/nowiki&amp;gt;&amp;quot; when doing the &amp;quot;remove quality&amp;quot; step, which ended up matching way too much. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:45, 10 July 2014 (UTC)&lt;br /&gt;
:::Working on a way to revert those using the bot but it will take a bit. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:06, 11 July 2014 (UTC)&lt;br /&gt;
::::I'll get them. I've been meaning to find an excuse to use AWB here. Cheers [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 19:47, 14 July 2014 (UTC)&lt;br /&gt;
:::::Awesome. Thanks! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:15, 15 July 2014 (UTC)&lt;br /&gt;
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== Server woes ==&lt;br /&gt;
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I can't insert {{tl|DF2014 plants/trees}} into {{tl|DF2014 plants}}; the server times out/fails to respond each time I try.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 11 July 2014 (UTC)&lt;br /&gt;
: I'll take a look. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:05, 11 July 2014 (UTC)&lt;br /&gt;
:: I'm guessing this is because AutoRedirect takes more time to render links to pages that don't exist, since it checks every versioned namespace before determining that a page doesn't exist. I'm not sure how to fix this yet, but it seems to me that either disabling the additional namespace checks in the template namespace or only enabling them in the main namespace could work. Any better ideas? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:25, 21 July 2014 (UTC)&lt;br /&gt;
::: I think it makes sense to only have the checks happen in the main namespace. We can discuss more on github if you want. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:27, 27 July 2014 (UTC)&lt;br /&gt;
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== Cannot confirm email address ==&lt;br /&gt;
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[http://www.bay12forums.com/smf/index.php?topic=140530.0#msg5470497 It's been mentioned on the forum], and I thought I'd let you know here, since I see it too.&lt;br /&gt;
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When I went to the page to start the confirmation process, I was told the email had already been sent. After waiting quite a while without anything, I decided to ask for another email, and that's when I encountered this error:&lt;br /&gt;
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:Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
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:Mailer returned: Unknown error in PHP's mail() function.&lt;br /&gt;
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Hopefully this will be an easy fix, sorry I don't have anything more specific for you to follow up on. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 00:00, 14 July 2014 (UTC)&lt;br /&gt;
:Thanks for the heads up. I'm aware of the issue but have not had the time yet to diagnose and fix - I am planning on spending some time with it this upcoming week. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 05:33, 14 July 2014 (UTC)&lt;br /&gt;
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Still broken. [[User:Atheistcanuck|Atheistcanuck]] ([[User talk:Atheistcanuck|talk]]) 21:38, 31 December 2014 (UTC)&lt;br /&gt;
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== Adventure mode redirect ==&lt;br /&gt;
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For some reason [[adventure mode]] redirects to the 0.34.11 adventurer mode page, so I went to see if I could change this. Apparently, it contains a redirect to [[adventurer mode]], which redirects to the DF2014 page. I'm not quite sure what's going on here, so I thought I should bring this up. It's perhaps related to why the [[adventure mode]] links in [[DF2014:Adventure mode quick start]] are red, which is why I was looking into it in the first place. —[[User:Lue|Lue]] ([[User talk:Lue|talk]]) 23:07, 15 July 2014 (UTC)&lt;br /&gt;
:This should be fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:12, 21 July 2014 (UTC)&lt;br /&gt;
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== BriessBot ==&lt;br /&gt;
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Something is fishy with your unrating script. http://dwarffortresswiki.org/index.php?title=DF2014:Dolomite&amp;amp;diff=204130&amp;amp;oldid=202335 [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 22:07, 25 July 2014 (UTC)&lt;br /&gt;
: Derp. I'll have to look into fixing this. Although it may be easier to just fix it manually? Oh never mind there are A BAZILLION PAGES. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:23, 27 July 2014 (UTC)&lt;br /&gt;
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== Missing image ==&lt;br /&gt;
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[[:File:Seed0volcano.png]] (reported at [[Talk:Seed archive]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:17, 29 September 2014 (UTC)&lt;br /&gt;
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== Image brokenness ==&lt;br /&gt;
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Back in 2012, DrSazar added the poorly-named [http://dwarffortresswiki.org/index.php/File:Sperm.jpg [File:Sperm.jpg], a photograph of a sperm whale. At some point after May 2013 the photograph [http://dwarffortresswiki.org/index.php?title=DF2014:Sperm_whale&amp;amp;oldid=203603 changed into an image of actual sperm], presumably drawn from wikimedia commons. The wiki software shouldn't be losing images, or replacing local images with reference images. It's not the only image that [http://dwarffortresswiki.org/index.php/Thread seems to be missing], either.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:05, 16 November 2014 (UTC)&lt;br /&gt;
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:[http://dwarffortresswiki.org/images/c/c7/Sperm.jpg Sperm.jpg] is still on the servers (as is its thumbnail). [http://dwarffortresswiki.org/images/2/23/Dyed_thread.png Dyed_thread.png] is also on the servers, but its thumbnail appears to be missing. I'll try rebuilding the image table to see if that fixes anything. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:20, 16 November 2014 (UTC)&lt;br /&gt;
::Dyed_thread.png has been fixed. I'm still not sure what's wrong with Sperm.jpg - it's stored on the server, but Mediawiki doesn't seem to be recognizing it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:28, 16 November 2014 (UTC)&lt;br /&gt;
:::Mediawiki Commons has a history of being entirely dumb. I moved the page; I think it's possible that busting the thumbnails could theoretically fix it, but I'm not sure. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:40, 17 November 2014 (UTC)&lt;br /&gt;
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== Cloning the wiki ==&lt;br /&gt;
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Hi Briess! lethosor directed me here from IRC.&lt;br /&gt;
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Making the wiki available offline has been discussed before by many different people. [http://sebsauvage.net/wiki/doku.php?id=df_portable_wiki Some even manage] something almost useful. You've helped the situation by making the XML dumps available, however so much information in the wiki is locked behind templates that depend on custom PHP extensions to expand properly. I want to pick up this torch and produce something usable and useful for everyone.&lt;br /&gt;
&lt;br /&gt;
My plan is simple.&lt;br /&gt;
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# Massage the DF2014 namespace into a set of static HTML documents&lt;br /&gt;
# Bundle these documents in [http://kapeli.com/docsets the docset format]&lt;br /&gt;
# Release the docset in [http://kapeli.com/dash Dash] on OSX and [zealdocs.org Zeal] on Windows and Linux.&lt;br /&gt;
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Dash/Zeal provide fast instant search and they're designed for searching through sets of documents already.&lt;br /&gt;
&lt;br /&gt;
Step 1 is where all the work takes place of course. I want to do it in a way that is as light on the existing infrastructure as possible. Using the [http://dwarffortresswiki.org/api.php wiki's API] and the [https://www.mediawiki.org/wiki/API:Expandtemplates action:expandtemplates] feature, I can expand the XML dump into rendered HTML. But this is essentially scraping the wiki, which isn't good.&lt;br /&gt;
&lt;br /&gt;
Instead, I would like to setup my own instance of the wiki and run all the processing locally.&lt;br /&gt;
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'''So my question for you is''', can you kindly give the assets needed to setup a clone of the wiki? AFAIK, all I need to make a facsimile of the wiki is:&lt;br /&gt;
&lt;br /&gt;
# the custom CSS theme&lt;br /&gt;
# a list of extensions you have installed (and their source if necessary)&lt;br /&gt;
# anything else I don't know about that affects the content generation&lt;br /&gt;
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I noticed that some of the custom extensions are available [https://github.com/DF-Wiki on github], but is that all of them?&lt;br /&gt;
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Cheers, [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;br /&gt;
&lt;br /&gt;
edit: - I forgot to mention images. I plan to support an image-less version of the docset at first that will load the images opportunistically if the internet is available. Eventually, if you don't mind, I'll fetch images in bulk from the wiki (respecting the cache and expiry headers of course).&lt;br /&gt;
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Briess - I was thinking of putting some of the settings we use on Github, like WMF's [http://noc.wikimedia.org/conf/highlight.php?file=InitialiseSettings.php InitialiseSettings.php]. Thoughts? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:40, 6 December 2014 (UTC)&lt;br /&gt;
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Rmblr - what custom CSS theme are you referring to? Aside from [[Mediawiki:Common.css]], I don't believe we've made any modifications to the Vector theme. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:42, 6 December 2014 (UTC)&lt;br /&gt;
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Lethosor - I assumed you were using some custom CSS to display things like ASCII tiles, stone infoboxes, etc. Is that not the case? [[User:Rmblr|Rmblr]] ([[User talk:Rmblr|talk]])&lt;br /&gt;
:Oh. If you're referring to diagrams, you can find the relevant CSS in the [https://github.com/DF-Wiki/DFDiagram/blob/master/modules/ext.DFDiagram.css DFDiagram extension] (they're converted into &amp;amp;lt;canvas&amp;gt; elements on the client side by default, but you can disable that in your [[Special:Preferences#mw-prefsection-dfdiagram|preferences]] or simply by parsing the wikitext, which should generate a HTML table instead). Other than that, most CSS is stored in templates (although it can be several levels down - infoboxes use {{tl|infoheader}}, {{tl|infocell}}, etc.). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:38, 7 December 2014 (UTC)&lt;br /&gt;
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: That's reasonable to me. Let's take discussion of what to do for this to the github issues tracker. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:50, 10 December 2014 (UTC)&lt;br /&gt;
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== Email problems ==&lt;br /&gt;
&lt;br /&gt;
Ohey, New here. Made an account yesterday, and inserted my email adress where it belonged, and then the wiki returned this:&lt;br /&gt;
Error sending mail: Unknown error in PHP's mail() function.&lt;br /&gt;
Same happened for my other email account... Any ideas? &lt;br /&gt;
[[User:Su8perkillr|Su8perkillr]] ([[User talk:Su8perkillr|talk]]) 14:33, 3 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Email features are currently broken ([[#Cannot_confirm_email_address|see above]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:50, 3 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, sorry for my blindness... I thought I saw no such thread above. Thanks though! [[User:Su8perkillr|Su8perkillr]] ([[User talk:Su8perkillr|talk]]) 20:02, 3 February 2015 (UTC)&lt;br /&gt;
::No worries. I need to fix it but haven't had time to work on it recently. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 18:36, 10 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Error on page; image missing ==&lt;br /&gt;
&lt;br /&gt;
The page &amp;quot;http://dwarffortresswiki.org/index.php/DF2014:Pasture&amp;quot; is generating the following error, towards the top of the page ...&lt;br /&gt;
&lt;br /&gt;
''Error creating thumbnail: convert: unable to open image `/var/www/dfwiki/images/6/62/Roach.png': No such file or directory @ error/blob.c/OpenBlob/2638.&lt;br /&gt;
convert: unable to open file `/var/www/dfwiki/images/6/62/Roach.png' @ error/png.c/ReadPNGImage/3667.&lt;br /&gt;
convert: no images defined `/tmp/transform_3d58c9a26907-1.png' @ error/convert.c/ConvertImageCommand/3044.''&lt;br /&gt;
-- Should be fixed. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 19:09, 20 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Password reset ==&lt;br /&gt;
&lt;br /&gt;
Sorry for the inconvenience - I've lost the password to my account [[User:FangXianfu|FangXianfu]]. Hopefully you have an email address on record for me &amp;amp; I still have access to it - most of them redirect to fang dot xianfu at gmail dot com, where you can reach me if you need to. Thanks --[[Special:Contributions/92.28.199.77|92.28.199.77]] 10:55, 3 May 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I sent a new password to an email at ironicorbit.org. If that doesn't work, I can try the email above or send it to your account on the forums (Xinael?). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:28, 3 May 2015 (UTC)&lt;br /&gt;
:: Note to self: really really really really badly need to fix the email services --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:42, 30 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't upload files  ==&lt;br /&gt;
I wanted to upload an image about picking bioms for the Quickstart page, but I’m not allowed to. At the time my account was created, the site engine said that it cannot send me a confirmation email because of mail() function. Here’s the image I wanted to add, please use: http://i.imgur.com/0vSEzyZ.png .&lt;br /&gt;
--[[User:Tijagi|Tijagi]] ([[User talk:Tijagi|talk]]) 06:30, 23 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress French wiki ==&lt;br /&gt;
&lt;br /&gt;
Hello Briess, &lt;br /&gt;
&lt;br /&gt;
Do you know who runs the French DW wiki ? It seems impossible to register for that site ( trying to register gets this error : &amp;quot; Fatal error: Call to a member function xpath() on a non-object in /home/librejeu/dwarffortress/wiki/extensions/ConfirmEdit/Asirra.class.php on line 52 &amp;quot; )  and my login from this wiki doesn't work there . &lt;br /&gt;
&lt;br /&gt;
We've got a Facebook group going and some people want to contribute to that site .&lt;br /&gt;
&lt;br /&gt;
== wiki dump available? ==&lt;br /&gt;
&lt;br /&gt;
hey i have an old wiki dump of dwarf fortress that i use through WikiTaxi, was trying to find the dump database to get a newer version but couldn't locate it&lt;br /&gt;
&lt;br /&gt;
== Confirmation email won't send ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess, my account won't send a confirmation email, says something about a PHP error. I rechecked the email address, but it seems to be correct.&lt;br /&gt;
Thanks, KT&lt;br /&gt;
&lt;br /&gt;
== Main page interwiki ==&lt;br /&gt;
&lt;br /&gt;
Could we get these interwiki link added to the main page?&lt;br /&gt;
* [http://wikiwiki.jp/dwarffort/ jp]&lt;br /&gt;
* [http://pl.dwarffortress.wikia.com/ pl]&lt;br /&gt;
* [http://español.dwarf-fortress.info/wiki es]&lt;br /&gt;
[[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 00:02, 18 March 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image problems ==&lt;br /&gt;
&lt;br /&gt;
[http://dwarffortresswiki.org/index.php/Main_Page/gallery Various images on the wiki] have again gone missing.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 16:41, 10 September 2017 (UTC)|&lt;br /&gt;
:Looking now. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 00:43, 11 September 2017 (UTC)&lt;br /&gt;
::This has been resolved. Thanks for the heads up! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 01:40, 11 September 2017 (UTC)&lt;br /&gt;
:::Now it affects [http://dwarffortresswiki.org/index.php/Tileset_repository Tileset repository] (&amp;amp; few other related, like [http://dwarffortresswiki.org/index.php/DF2014:Graphics_set_repository Graphics set repository]). --[[User:McNattfarinn|McNattfarinn]] ([[User talk:McNattfarinn|talk]]) 08:53, 19 January 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Business Inquiry ==&lt;br /&gt;
&lt;br /&gt;
Hello Briess,&lt;br /&gt;
&lt;br /&gt;
I am trying to find a good way to get in touch with you, preferably through email so that I can talk to you about a business opportunity with the wiki. Please let me know the best way to get in touch with you.&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
== Getting In Touch ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess,&lt;br /&gt;
&lt;br /&gt;
I am trying to get in touch with you regarding a few questions I have about the wiki. Can you please email me back at mbarr@sovrn.com?&lt;br /&gt;
&lt;br /&gt;
Looking forward to speaking with you!&lt;br /&gt;
&lt;br /&gt;
Thank you,&lt;br /&gt;
Melissa&lt;br /&gt;
&lt;br /&gt;
== Hi Briess, I have a question about a References/Sources Page for DF Modders (Real Quick Question) ==&lt;br /&gt;
&lt;br /&gt;
I'm creating a Tileset for DF and I'm now trying to go back and sight references for tilesets that I pulled tiles/content from. I thought that it might be a cool idea if there was a hosted page on the WIKI were DF modifications could be listed as &amp;quot;Free for Use, just sight Author&amp;quot; or &amp;quot;Proprietary: DON'T USE MY WORK w/o permission&amp;quot;. Maybe with an included link to the latest version of the mod. I wouldn't mind doing the leg work on this if its something your on board with. Please let me. Thanks.&lt;br /&gt;
&lt;br /&gt;
-Dragonmaster13&lt;br /&gt;
&lt;br /&gt;
== Please use HTTPS ==&lt;br /&gt;
&lt;br /&gt;
Hey Briess.&lt;br /&gt;
&lt;br /&gt;
Could you please set up a TLS certificate for the forum?&lt;br /&gt;
&lt;br /&gt;
I don't like seeing NOT SECURE everytime I visit the forum.&lt;br /&gt;
&lt;br /&gt;
* Is there any update on this? [[User:Solters|Solters]] ([[User talk:Solters|talk]]) 05:21, 8 February 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Assuming you mean the wiki and not the forum, the wiki has HTTPS enabled as of this June. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 20 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wondering if I can have a permission to translate this wiki into Korean ==&lt;br /&gt;
&lt;br /&gt;
There are Russian, French, and I've seen a dwarf asking for a Japanese in Talk:Main_Page(but seems like no one has replied yet)&lt;br /&gt;
There might be some limitations since I don't understand 100% about some mods and minecart logics and I'm not an expert translator, but I wish I could do this work. :9&lt;br /&gt;
Thanks. - bluebird9281.&lt;br /&gt;
&lt;br /&gt;
== Add a link to Twitch Dwarf Fortress section? ==&lt;br /&gt;
&lt;br /&gt;
Can we add a link somewhere to the DF section of Twitch?&lt;br /&gt;
&lt;br /&gt;
[[User:F00z|F00z]] ([[User talk:F00z|talk]]) 21:44, 18 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What link do you want? There are a lot of related links on the [[Main Page]], and I'm fine with adding one, but I don't know where you want the link to go. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:03, 20 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just something like https://www.twitch.tv/directory/game/Slaves%20to%20Armok%20II%3A%20Dwarf%20Fortress that would link to the game's section on Twitch. Figure it might help some discover live DF content.&lt;br /&gt;
&lt;br /&gt;
[[User:F00z|F00z]] ([[User talk:F00z|talk]])&lt;br /&gt;
&lt;br /&gt;
== Possibility to Translate the wiki? ==&lt;br /&gt;
&lt;br /&gt;
Hi Briess,&lt;br /&gt;
&lt;br /&gt;
First of all, I'd like to congratulate you for this amazing work. this wiki is a reference for everyone! &lt;br /&gt;
&lt;br /&gt;
I'm contacting you because I'd like to know if you would authorise me to translate this wiki? I'm a translator myself and I would love to work on it, of course, for free. I'm aware it is filled with lots of content over the years so it would be a long-term project.&lt;br /&gt;
&lt;br /&gt;
My native language is Portuguese, but I could also translate to French and Spanish.&lt;br /&gt;
&lt;br /&gt;
Looking forward to hearing from you.&lt;br /&gt;
&lt;br /&gt;
Best regards,&lt;br /&gt;
&lt;br /&gt;
Elio NETO&lt;br /&gt;
&lt;br /&gt;
== Editing practice ==&lt;br /&gt;
&lt;br /&gt;
Hi, apologies if this is the wrong place to raise this, but I just reverted the four edits ([https://dwarffortresswiki.org/index.php/Special:Contributions/Billy]) of [[User:Billy]] after getting an email that a page I (had forgotten I) was following had been edited. Some more forceful discouragement may be called for. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 16:05, 23 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Your_edit_was_saved&amp;diff=257834</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Your edit was saved</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Your_edit_was_saved&amp;diff=257834"/>
		<updated>2021-04-23T15:49:48Z</updated>

		<summary type="html">&lt;p&gt;Hv: Undo revision 257830 by Billy (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When not logged in, each time I reload certain pages (eg [[DF2014:Quickstart guide]]) the &amp;quot;Your edit was saved&amp;quot; popup shows, even though I have not edited the page and did not navigate to the page via an edit. I have not so far seen this happen while logged in.&lt;br /&gt;
&lt;br /&gt;
I don't know if it is related, but logging in also seems dodgy: logging in on one tab does not make me logged in in the browser as a whole (ie reloading a tab showing a logged-out page reloads it still logged-out), and I'm getting an awful lot of &amp;quot;There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form.&amp;quot; when trying to log in. I have not encountered this behaviour on other wikimedia sites. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 19:38, 31 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For the first part: there appears to be a flag (wgPostEdit) saved in the cached version of the page - when you're logged in, you don't see the cached version. Apparently it [https://gerrit.wikimedia.org/r/c/mediawiki/core/+/50480/ isn't supposed to be cacheable], so I'm not sure what to do about it. Perhaps a MediaWiki upgrade could help (which I've been meaning to do for a while).  Update: [https://www.mediawiki.org/wiki/Manual:Purge purging the page's cache entry] seems to have resolved it for this particular page - feel free to try this if you see it occur on other pages.&lt;br /&gt;
::Thanks, I'll try to remember the Purge if I see this again. Usually I don't bother to log in until I need to edit something, then mostly stay logged in forever.&lt;br /&gt;
&lt;br /&gt;
:For the second part: Make sure that you are accessing the wiki consistently over HTTP or HTTPS. The wiki currently supports both (maybe we should make it always redirect to HTTPS now...) but logging in on one does not log you in on the other. Is is possible that you are sometimes navigating to the wiki via links or bookmarks that use HTTP? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:24, 2 November 2020 (UTC)&lt;br /&gt;
::Ah, that's very likely it: I see now that if I'm on an http page and attempt to log in, I get &amp;quot;There seems to be a problem with your login session&amp;quot; and it's still on http (and not logged-in) but _has_ logged me in under https (presumably due to the cookie domain). If that's intended and/or unavoidable, then having the &amp;quot;Log in&amp;quot; link force you to https might reduce the confusion - but I commonly log in in a separate tab and then reload the page I wanted to edit, so I'd still have been confused; fixing that would indeed require redirecting everything to https. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 02:18, 2 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Farming&amp;diff=257833</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Farming&amp;diff=257833"/>
		<updated>2021-04-23T15:48:57Z</updated>

		<summary type="html">&lt;p&gt;Hv: Undo revision 257827 by Billy (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|23:04, 8 April 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth]] manufacturing, and [[paper]] making. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on [[soil]] or [[Irrigation|muddied rock]]. Mud-free stone will not allow the building of a farm plot on top. Farming requires the &amp;quot;Farming (Fields)&amp;quot; [[labor]], and uses the [[Grower]] skill. Farm plots only display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.&lt;br /&gt;
&lt;br /&gt;
Depending on [[Tile attributes|where the farm plot is constructed]], different crops may be planted. Farm plots built {{DFtext|Above Ground|2:1}} are not suitable for {{DFtext|Subterranean|0:1}} crops and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channeling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work). A plot with mixed {{DFtext|Light|6:0:1}}  and {{DFtext|Dark|0:0:1}} tiles may show plants as &amp;quot;available&amp;quot; when only a tiny fraction of the tiles in the farm are valid for planting them.&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there's either a soil floor or a mud covering, this doesn't always mean the seeds you have – especially imported ones – can be planted there. Not all crops can be grown in a given [[biome]], and some biomes will prevent the planting of '''all''' above-ground crops. Even seeds you obtained as a result of [[plant gathering]] might not be plantable where you've chosen to put your farm, if they came from a different biome.&lt;br /&gt;
&lt;br /&gt;
The yellow warning message, {{DFtext|No mud/soil for farm, Mud is left by water|6:0:1}}, is displayed on all above-ground tiles, regardless of whether the farm will function.{{version|0.34.11}}  This warning may be ignored.  Tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either {{DFtext|Blocked|4:0:1}} or {{DFtext|Needs soil or mud|4:0:1}}). See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
=== Building a farm ===&lt;br /&gt;
&lt;br /&gt;
[[File:farm_view.jpg|thumb|300px|right|Enough to feed 200 dwarves for 2 days!]]First, select an area for your farm. Building a farm on a [[soil]] layer is easiest (farming in non-soil layers will require [[irrigation]]). Aboveground farms can simply be built on the surface (though this exposes your farmers to attack); subterranean farms will need to have a suitable area dug out underground.  Once you've decided on a location, open the {{K|b}}uild menu and select {{K|p}}lot to build your [[Farming|farm]]. &lt;br /&gt;
&lt;br /&gt;
To define the width and height of your farm plot, use {{K|u}} to increase vertically, {{K|m}} to decrease vertically, {{K|k}} to increase horizontally, and {{K|h}} to decrease horizontally. Keep your farms ''small'' – 2x2, up to 4x4, or so.  Farms are surprisingly productive.  You can always make more farms later if you run low on plants, and having several small farms lets you diversify your crops.  (Each farm plot can only grow one kind of plant per season.) Position the farm plot with the directional keys as normal. Once you are satisfied with the size and position of the plot, confirm it with {{k|Enter}}, and{{K|Esc}} out of the build menu. Now a dwarf with the &amp;quot;Farming (Fields)&amp;quot; labor will come and prepare the plot for planting. (If you don't have a dwarf with farming enabled, the farm plot won't get built.) &lt;br /&gt;
&lt;br /&gt;
Once the farm plot has been built, you must select which crops to grow. Press {{k|q}} and move the cursor over the farm. You will see a list of crops you can select to grow in the local biome and current season. Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white). {{DFtext|Crops displayed in red|4:0:1}} cannot be grown at the moment, either due to a lack of seeds, or (if you have seeds) a lack of growing days left before the crop goes out of season. You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}. Make sure each season has a crop selected, otherwise you'll end up with an idle field for that 1/4 of the year. Instructing a plot to remain fallow ({{k|z}}) during a particular season will tell dwarves not to plant in that plot during that season, though there is little reason for this. Currently, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilizing, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer.&lt;br /&gt;
&lt;br /&gt;
From the {{k|q}}uery menu, you can press {{k|f}} to fertilize your crop with [[potash]]. Fertilized crops produce larger stacks of plants, which can be vital to grow your [[seed]] supply early on and your food supply later on. Pressing {{k|s}} enables the &amp;quot;Seas Fert&amp;quot; option, which automatically fertilizes this particular plot at the beginning of each season (assuming your dwarves have sufficient [[potash]]). You must have the appropriate [[seed]]s to plant a crop on a plot. To easily see how many of each seed you have, you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).&lt;br /&gt;
&lt;br /&gt;
Since your dwarves require food, booze and clothing, you should set up a combination of plants that will supply all of these. [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[Strawberry|strawberries]] are a good choice for outdoor fields – both can be eaten raw, or brewed. [[Pig tail]]s produce cloth, which will become important once your clothing starts to [[wear]]. Check the [[crop]]s page for details on different seeds. Cooking plants destroys their seeds, so you should disable the cooking of plants in the Kitchen menu. Eating them, brewing them, or processing them through a farmer's workshop, quern, or millstone, will produce seeds.&lt;br /&gt;
&lt;br /&gt;
=== Help, my farmers won't farm! ===&lt;br /&gt;
&lt;br /&gt;
*Verify that you have farmers – that is, dwarves with the &amp;quot;Farming (fields)&amp;quot; labor enabled.&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers have free time – farming appears to be a low-priority task, so it's a good idea to disable other labors on one or two dedicated farmers. (Experienced farmers also produce better yields.)&lt;br /&gt;
&lt;br /&gt;
*Verify that the farm plot has a crop selected for the current season. (Each season must be set up separately, and some crops only grow in certain seasons.) &lt;br /&gt;
&lt;br /&gt;
*Verify that you have [[seed]]s for the chosen crop, and that those seeds are accessible to your farmers (not [[forbid]]den, locked behind a door, being carried across the map by one of your haulers, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farmers can reach your farm plot (no locked doors, disconnected stairways, etc.).&lt;br /&gt;
&lt;br /&gt;
*Verify that your farm plot is acceptable. An underground plot that has been exposed to sunlight will never grow underground plants again. It may be necessary to remove the plot and rebuild it so that you can select aboveground crops to plant. Farm plots which are partially belowground and aboveground will never be fully planted. Additionally, some aboveground [[biome]]s (such as [[mountain]]s and [[glacier]]s) are unsuitable for farming and will never grow crops.&lt;br /&gt;
&lt;br /&gt;
== Yield and fertilization ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin: 1em&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 9 || 0.257&lt;br /&gt;
|-&lt;br /&gt;
| 63 || 16 || 0.254&lt;br /&gt;
|}&lt;br /&gt;
Each farm tile requires a single seed to be planted. Unfertilized farm tiles can produce a stack of 0-6 plants when harvested, depending upon the [[Grower|skill]] of the planter and random chance. Experimentally, fertilizing a farm plot boosts production by 1-3 additional plants per stack each harvest, though the exact mechanism is unknown. For unskilled planters, yield can be effectively doubled with the use of fertilizer. This can be particularly important early on, when your fortress's seed supply is limited, because those extra plants mean more seeds for planting next season. Many crops, like quarry bushes, are impossible to farm effectively in the beginning without fertilizer. Larger harvest stack sizes can also dramatically increase the efficiency of downstream industries; see the [[grower]] article for more discussion. To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]]. Each plot must be re-fertilized each season, and the fertilizer must be in place at the time the seeds reach maturity. It does not matter whether the plot is fertilized at the time of planting. {{cite forum|139382/5375231}}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot requires ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst yields per tile are multiples of 4; if one plans to optimize harvest yield, it's most efficient to have plots of size ''4n - 1'', where n is the number of potash used.  Suitable sizes are 1x3, 1x7, 3x5, 3x9, 5x7, and 7x9. If one plans to optimize farmer experience, plots of size 2 or 4 can be fertilized and seeded quickest, and experience can be distributed among more farmers. This ensures that if a bounty of crop is needed in the future, your farmers can yield more without potash, can plant and harvest quicker, and will have more time for other jobs in between.  Of course, the price you'll pay for this is more time spent highlighting each individual farm and changing the crops if you wish to adjust your farming plan.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot. Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used. Pressing {{k|s}} toggles seasonal fertilization. This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.  &lt;br /&gt;
&lt;br /&gt;
'''Potash Production Chain:'''&lt;br /&gt;
Wood [[Stockpile]] &amp;gt; Wood [[Furnace]] produces [[Ash]] (as [[bars]]) &amp;gt; [[Ashery]] produces [[potash]] (as [[bars]]).&lt;br /&gt;
Note:  5 bars are stored in a [[bin]].  An [[Ashery]] requires a [[block]], barrel, and bucket as components.&lt;br /&gt;
&lt;br /&gt;
=== Exact yield mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Base yield is set to 1.&lt;br /&gt;
*If the farm plot is at least 25% fertilized, increase yield by rand(2) (a random number from 0 to 1).&lt;br /&gt;
*If the farm plot is at least 50% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is at least 75% fertilized, increase yield by rand(2).&lt;br /&gt;
*If the farm plot is 100% fertilized, increase yield by rand(2).&lt;br /&gt;
*If rand(5) (a random number from 0 to 4) is less than the Planting skill for the seed (the Farmer's skill level when the seed was planted, capped at 20 = Legendary+5), increase yield by rand(2).&lt;br /&gt;
*If rand(10) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(15) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(20) is less than the Planting skill for the seed, increase yield by rand(2).&lt;br /&gt;
*If rand(25) is less than the Planting skill for the seed (again, capped at 20) and rand(3) is equal to 0, increase yield by rand(2).&lt;br /&gt;
&lt;br /&gt;
== Subterranean farming ==&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water; common methods include a [[Irrigation#via_Buckets|bucket brigade]] or '''controlled''' [[flood]]ing (see: [[Irrigation]]) by temporarily diverting a river or pool, using a [[floodgate]] or [[door]] to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
== Above-ground farming ==&lt;br /&gt;
Farming of above ground crops is only possible on tiles that lie in a biome supporting their growth. Which crops are farmable depends on the biome - only plants &amp;quot;native&amp;quot; to a biome can actually be grown in a location: you cannot farm yams in a [[taiga]], or [[hemp]] in a [[tropical]] rainforest. There are also biomes where aboveground farming is entirely impossible, since no crops are native to them: these are the notoriously cold [[Glacier]] and [[Tundra]], but also all [[Mountain]] and [[Ocean]] [[biome]]s. The most widespread crops can be farmed in all land biomes with the exceptions mentioned above; this ubiquitous availability uses the internal reference NOT_FREEZING, but that label is somewhat misleading, since it's a [[Biome token|shorthand]] for a group of specific biomes and doesn't imply anything about the actual temperature - mountains and oceans are generally infertile, no matter what temperature range the embark screen lists, and a [[Taiga]] with &amp;quot;freezing&amp;quot; temperatures allows farming above ground plants.&lt;br /&gt;
&lt;br /&gt;
Above-ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[strawberry|strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
The various crops require particular environments to grow. On an embark which crosses multiple biomes, it's not unusual for aboveground farms in different biomes to have different lists of available crops. &lt;br /&gt;
&lt;br /&gt;
Note that when creating an above ground plot, the interface may incorrectly display &amp;quot;No mud/soil for farm&amp;quot;, even though mud is present. {{bug|249}} The message can be ignored.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;margin:1em;width:35%&amp;quot;&lt;br /&gt;
|+ Growth duration for subterranean crops&lt;br /&gt;
|-&lt;br /&gt;
! Crops !! Game [[Time|ticks]] until harvest !! Days until harvest&lt;br /&gt;
|-&lt;br /&gt;
| Plump helmet, pig tail || 30000 || 25 days&lt;br /&gt;
|-&lt;br /&gt;
| Cave wheat, sweet pod, quarry bush, dimple cup || 50000 || 41.666 days&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the &amp;quot;[[Grower|Farming (Fields)]]&amp;quot; labor enabled will begin planting the selected seeds.  One seed is used per tile.  The higher a dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full-time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|`|0:1}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|≈|6:0}}||{{RT|τ|6:1}}||{{RT|═|6:0}}||{{RT|≈|6:0}}||{{RT|≈|6:0}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the farm plot shown on the right, {{Tile|≈|6:0}} indicates tiles awaiting planting, {{Tile|═|6:0}} indicates tiles that have been planted and are now growing, and {{Tile|τ|6:1}} indicates [[longland grass]] plants that are ready for harvesting.&lt;br /&gt;
&lt;br /&gt;
If harvested plants are not moved to a stockpile in time, they will wither. These plants will eventually [[rot]] away. There's no use for withered plants. If, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. If the farmers are &amp;quot;aware&amp;quot; of this limitation, they will automatically stop planting crops that haven't enough time to ripen, but you might lose a few seeds in your first year when growers of insufficient skill plant seeds too close to the cutoff. Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
=== Farm size ===&lt;br /&gt;
{{main|Farm size calculations}}&lt;br /&gt;
&lt;br /&gt;
A beginning fortress has 7 dwarves, each of which consumes 7 units of food and drink per dwarf per season, needs 196 for the whole fortress for the year. This starting group can theoretically be supported by a single farm tile, but in practice a larger farm will be necessary since a young fortress is unable to use farm tiles to their fullest potential.&lt;br /&gt;
&lt;br /&gt;
A properly-managed and fully-utilized 3x3 plot growing plump helmets can produce an average of up to 2700 units of alcohol per year, enough to provide food (through booze-cooking with seeds) and drink for a fortress of 95 dwarves. A similar 5x5 plot can produce up to 7500 units of food and drink per year, enough to support 265 dwarves.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, or of plump helmet, as noted above, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|fun times]]. &lt;br /&gt;
&lt;br /&gt;
=== Managing seeds ===&lt;br /&gt;
[[Seed]]s are used to grow [[crop]]s. You may begin the game with a certain number of seeds, [[trade]] for them, or [[plant gathering|gather]] them. In addition to this, eating, [[milling]] and [[brewing]] plants often yield a seed (assuming your fortress hasn't hit the seed cap for that plant). [[Cooking]] plants does not yield seeds, and cooking seeds makes them unusable for planting, so you may want to watch out and make sure you don't convert the last of your plants into +strawberry roast+ without the ability to make more.&lt;br /&gt;
&lt;br /&gt;
You can create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. Seeds are stored in [[bag]]s (up to 100 seeds per bag), and seed bags can be stored in barrels. However it is recommended to not use barrels on seed stockpiles, since the hauling habits lead to barrels getting carted around to collect each and every loose seed, interrupting the planting work; see the [[#Bugs|Bugs]] section below for workarounds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;For DF2014 the theoretical seed stockpile maximum size is 31 tiles for 200 seeds of each of 155 crops, but the actual maximum needed is much less because no fort will be situated in the right place to grow all of those. Four tiles gives enough space for 20 different crops.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each plant has a fortress-wide seed cap set at 200 (this value can be adjusted in [[d_init.txt]]). [[Brewing]], [[milling]], and [[food|eating]] raw plants will not generate additional seeds once the cap is reached, although you may still get additional seed bags via [[trading]] and thus exceed this limit. Once the count of seeds falls below 200, new seeds will again be generated.&lt;br /&gt;
&lt;br /&gt;
There is also a fortress-wide total seed cap, initially set at 3000 (also configurable in [[d_init.txt]]). Once your fortress reaches this cap new seeds will still be generated, but the oldest seeds on the map will disappear. Unfortunately, this cap counts all seeds on the map, including those carried by traders {{bug|8108}}, and removes old seeds even if they have already been planted {{bug|8107}}. Finally, because the two caps behave differently, they can cause undesirable behavior when both are in operation {{bug|8091}}. &lt;br /&gt;
&lt;br /&gt;
Seeds may be toggled for [[cooking]] on the Kitchen tab of the [[stocks]] menu. Disabling seed cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds, are ''not'' consumed as-is.&lt;br /&gt;
&lt;br /&gt;
=== Managing crops ===&lt;br /&gt;
When your [[crop]]s are ripe, your dwarves will harvest them from the farm plots. This will yield one or more [[stack]]s of [[plant]]s, which will be [[hauling|hauled]] to the appropriate [[stockpile]]. It is generally a good idea to have sufficient [[barrel]]s to hold the food, as [[food]] is subject to [[wear|withering]] and the predation of [[vermin]]. [[Metal]] barrels are especially effective against vermin. You can create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. You may also choose to make more specialized stockpiles, for instance if your [[windmill]] is located far away from your farms, you might have small nearby stockpiles dedicated solely to millable plants and [[flour]] so as to save on hauling. &lt;br /&gt;
&lt;br /&gt;
The Kitchen tab on the [[stocks]] menu allows you to control which crops, if any, your dwarves will use as ingredients when cooking. Be careful when you are cultivating new crops or running low on others, and make sure you don't cook the last of them instead of recovering the valuable seeds. Note that experienced [[farmer]]s and crop [[fertilize|fertilization]] significantly increase the return on planted seeds, and can be quite useful when attempting to build your seed stockpile.&lt;br /&gt;
&lt;br /&gt;
If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Interestingly, farming does work in adventure mode, though it requires the use of [[DFHack]]'s advfort plugin - buy fruit at a market, brew them into booze and seeds, build farming plots, plant the seeds. Unfortunately the time it takes for stuff to grow is adapted to fortress mode, and it make an inordinate amount of time for your adventurer to do a single harvest.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Store item in container&amp;quot; jobs block access to items already in the container. This causes stored seeds to become unavailable, spamming job cancellations. {{bug|9004}}&lt;br /&gt;
** Workaround #1: set your seed stockpile to only take from links ({{k|a}}). When seed supplies run low, toggle it back to &amp;quot;anywhere&amp;quot; temporarily to gather up all the loose seeds.&lt;br /&gt;
** Workaround #2: disable barrels ({{k|E}}) in the seed stockpile.  This means making the stockpile larger, as only one seed bag will be stored per tile. However, at 100 seeds per bag and with the 200 seed cap per seed type (cf. [[seed]]), this still only amounts to 12 tiles for a full underground-crop seed stockpile, assuming each seed type is only stored in 2 bags. Haulers will still lock a whole bag to gather individual seeds, but this is better than locking a whole barrel full of seed bags.&lt;br /&gt;
** Workaround #3: create two custom [[stockpile]]s which only accept [[seed]]s. Disable barrels in the first stockpile, and set it to give to the second stockpile. Set the second to only take from links. &lt;br /&gt;
** Workaround #4: disable seeds in all stockpiles and recruit a few extra farmers. No hauled seeds means no planting job cancellation spam.&lt;br /&gt;
* Fortress-wide seed cap counts seeds carried by traders {{bug|8108}}&lt;br /&gt;
* Fortress-wide seed cap removes seeds that have already been planted {{bug|8107}}&lt;br /&gt;
* Conflict between seed caps can cause all seeds for a crop to disappear {{bug|8091}}&lt;br /&gt;
* Some crops can't be processed, and so can't be used or replanted {{bug|6940}}&lt;br /&gt;
** [http://www.bay12forums.com/smf/index.php?topic=162231.msg7321878#msg7321878 partial workaround] by editing the raws for bitter vetch (possibly works for other crops too)&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This means that planting the crop would be fruitless, as it will not survive long enough to be harvested (due to it not being plantable during the next season). Note that this will only happen if your dwarves actually '''know''' that the crop will die, which will be learned either by observation (i.e. having the seeds die during a season transition) or by being planted by a sufficiently skilled Farmer.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[How large a farm do i need|How large a farm do I need?]] &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ivom | elvish = tòbafí | goblin = gotåm | human = ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Agriculture| }}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Farming]]&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Farming&amp;diff=257832</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Farming&amp;diff=257832"/>
		<updated>2021-04-23T15:48:32Z</updated>

		<summary type="html">&lt;p&gt;Hv: Undo revision 257828 by Billy (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dorf grow plent&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Farming&amp;diff=257831</id>
		<title>Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Farming&amp;diff=257831"/>
		<updated>2021-04-23T15:48:01Z</updated>

		<summary type="html">&lt;p&gt;Hv: Undo revision 257829 by Billy (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dorf grow plent on dert&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Your_edit_was_saved&amp;diff=255507</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Your edit was saved</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Your_edit_was_saved&amp;diff=255507"/>
		<updated>2020-11-02T02:18:44Z</updated>

		<summary type="html">&lt;p&gt;Hv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When not logged in, each time I reload certain pages (eg [[DF2014:Quickstart guide]]) the &amp;quot;Your edit was saved&amp;quot; popup shows, even though I have not edited the page and did not navigate to the page via an edit. I have not so far seen this happen while logged in.&lt;br /&gt;
&lt;br /&gt;
I don't know if it is related, but logging in also seems dodgy: logging in on one tab does not make me logged in in the browser as a whole (ie reloading a tab showing a logged-out page reloads it still logged-out), and I'm getting an awful lot of &amp;quot;There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form.&amp;quot; when trying to log in. I have not encountered this behaviour on other wikimedia sites. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 19:38, 31 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For the first part: there appears to be a flag (wgPostEdit) saved in the cached version of the page - when you're logged in, you don't see the cached version. Apparently it [https://gerrit.wikimedia.org/r/c/mediawiki/core/+/50480/ isn't supposed to be cacheable], so I'm not sure what to do about it. Perhaps a MediaWiki upgrade could help (which I've been meaning to do for a while).  Update: [https://www.mediawiki.org/wiki/Manual:Purge purging the page's cache entry] seems to have resolved it for this particular page - feel free to try this if you see it occur on other pages.&lt;br /&gt;
::Thanks, I'll try to remember the Purge if I see this again. Usually I don't bother to log in until I need to edit something, then mostly stay logged in forever.&lt;br /&gt;
&lt;br /&gt;
:For the second part: Make sure that you are accessing the wiki consistently over HTTP or HTTPS. The wiki currently supports both (maybe we should make it always redirect to HTTPS now...) but logging in on one does not log you in on the other. Is is possible that you are sometimes navigating to the wiki via links or bookmarks that use HTTP? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:24, 2 November 2020 (UTC)&lt;br /&gt;
::Ah, that's very likely it: I see now that if I'm on an http page and attempt to log in, I get &amp;quot;There seems to be a problem with your login session&amp;quot; and it's still on http (and not logged-in) but _has_ logged me in under https (presumably due to the cookie domain). If that's intended and/or unavoidable, then having the &amp;quot;Log in&amp;quot; link force you to https might reduce the confusion - but I commonly log in in a separate tab and then reload the page I wanted to edit, so I'd still have been confused; fixing that would indeed require redirecting everything to https. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 02:18, 2 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=255500</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;diff=255500"/>
		<updated>2020-10-31T19:41:19Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Current Discussions */ add &amp;quot;Your edit was saved&amp;quot; link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for listing various wiki-related discussions.  In this sense you can get involved in any of the major initiatives on the wiki and find information on how a particular consensus was reached.  If there is a discussion that you'd like to be viewed by more users feel free to list it here.&lt;br /&gt;
&lt;br /&gt;
Items will be occasionally removed from this list to ensure its usability and relevance.  To discuss centralized discussion itself or this article please use the [[Dwarf Fortress Wiki talk:Centralized Discussion|talk page]].&lt;br /&gt;
&lt;br /&gt;
Wiki-related issues can be reported on [http://github.com/df-wiki/df-wiki/issues GitHub] or at [[DF:Error reports]].&lt;br /&gt;
&lt;br /&gt;
:''To view changes to the below discussions click [http://df.magmawiki.com/index.php/Special:RecentChangesLinked/Dwarf_Fortress_Wiki:Centralized_Discussion here].''&lt;br /&gt;
&lt;br /&gt;
== Starting a new discussion ==&lt;br /&gt;
* If the discussion relates to a specific article, start a discussion on its talk page (the &amp;quot;discussion&amp;quot; tab at the top of the page). If it does not exist and you are unable to create it, feel free to [[DF:PR|request it]].&lt;br /&gt;
* If the discussion relates to a specific policy, start it on the relevant talk page and link to it below (under &amp;quot;Current Discussions&amp;quot;)&lt;br /&gt;
* If the discussion relates to the wiki in general (a request for comment, suggestion, etc.) or a large group of pages, create a subpage of this page (e.g. &amp;lt;code&amp;gt;[[DF:Centralized Discussion/DISCUSSION_NAME_HERE]]&amp;lt;/code&amp;gt;) and link to it below. &lt;br /&gt;
&lt;br /&gt;
== Current Discussions == &lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;!-- ADD NEW DISCUSSIONS BELOW THIS LINE --&amp;gt;&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Your edit was saved|Your edit was saved]] - Possible wiki bug, spurious &amp;quot;Your edit was saved&amp;quot; messages&lt;br /&gt;
*[[Dwarf_Fortress_Wiki:Centralized_Discussion/Animal_Raws_for_Animal_Men| Animal Raws for Animal Men]] - Discussing adding the Raws of the respective creatures to their Animal Man counterparts&lt;br /&gt;
* [[/Announcements/]]: To discuss possible implementations and locations of wiki-related announcements&lt;br /&gt;
* [[/Translating the wiki/]]: To discuss the possibility of setting up a translation system on the wiki&lt;br /&gt;
*[[/0.42-micro-template/]] - When and how to mark minor 0.42-specific content when the full banner is not practical for formatting reasons.&lt;br /&gt;
*[[/Template for DFHack/]] - There should be a specific template for wiki sections involving DFHack, distinct from the one used for mods.&lt;br /&gt;
&amp;lt;!-- DO NOT ADD ANYTHING BELOW THIS LINE --&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Discussion format:&lt;br /&gt;
* [[/NAME OF SUBPAGE/]]: DESCRIPTION&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Old Discussions ==&lt;br /&gt;
:''These have all been inactive for &amp;gt;1 month.  But feel free to comment on them if you have something to add, then move the line to current discussions above.''&lt;br /&gt;
&lt;br /&gt;
=== Content ===&lt;br /&gt;
&lt;br /&gt;
*[[/Feedback reporter/]]: To discuss the implementation of a new feedback reporting tool.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Centralized Discussion|Centralized Discussion]] - To discuss this page and the general concept of Centralized discussion.&lt;br /&gt;
*[[Masterwork talk:Community portal]] - To discuss editing guidelines specific to the new Masterwork wiki.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Spambot attacks|Spambot attacks]] - Discussion of the recent (1/29/2011) spambot attacks.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Redundancy|Redundancy]] - Articles should repeat tabled info as text.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Article Consolidation|Article Consolidation]] - Are there too many articles forever destined to be stubs? (Ores/Stones/Gems) that can be replaced by tables?&lt;br /&gt;
*[[Dwarf Fortress Wiki:Real World Information|Real World Information]] - Discussing the place of real world information in wiki articles.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Quality|Quality labels]] - Place to discuss the Quality label, as well as the process of labeling articles.&lt;br /&gt;
*[[Talk:Main_Page|Main Page]] - To discuss the layout of the main page, and the purpose of the main page talk for discussion.\&lt;br /&gt;
*[[Dwarf Fortress Wiki:Improvement_Drive|Improvement Drive]] ([[Dwarf_Fortress_Wiki talk:Improvement_Drive|Talk]]) - Wiki improvement drive&lt;br /&gt;
*[[Dwarf_Fortress_Wiki talk:Versions|Wiki Versioning process]] - Archived (as of 4/20) discussion about how to proceed with article versioning for the DF 03.31 (DF2010) upgrade.  Project page describes how it was done and how articles are organized to support multiple different game versions.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Community Portal|Community Portal]] - General discussion area, also to discuss the community portal page itself.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Current events|Current events]] - '''old'''&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Announcements|Announcements]] - About the [[Dwarf Fortress Wiki:Announcements|Announcements]] box at the top of every page.&lt;br /&gt;
&lt;br /&gt;
=== Administration ===&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Manual of Style|Manual of style (talk)]] - A general discussion about article style, including subtopics such as spelling (English/UK), the place for humor, page layout, image use, and &amp;quot;vanity articles&amp;quot;.&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Deletion_Policy|Deletion Policy (talk)]] - To discuss the [[Dwarf_Fortress_Wiki:Deletion_Policy|Deletion Policy]].&lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Magmawiki|Magmawiki]] - Discussion about the on-going magmawiki project, which aims to replace mediawiki for this wiki's software.&lt;br /&gt;
*[[Dwarf Fortress Wiki:Request for Adminship|Request for Adminship]] - Discussions on granting Adminship to specific users &lt;br /&gt;
*[[Dwarf Fortress Wiki talk:Request for Adminship|Request for Adminship (talk)]] - Discussions on the Adminship-granting process&lt;br /&gt;
*[[Dwarf Fortress Wiki:Block policy|Block Policy]] - The not yet created policy for blocking users.&lt;br /&gt;
&lt;br /&gt;
=== Article specific ===&lt;br /&gt;
*[[DF2012 Talk:Map legend]] &amp;amp;mdash; The map legend should cover what different ''background'' colors mean, not just foreground colors&lt;br /&gt;
*[[v0.31 Talk:How to correctly start fortress mode]]&lt;br /&gt;
*[[DF2012 Talk:Children]] &amp;amp;mdash; This page should be moved to [[DF2012:Child]] (first, that page needs to be vacated).&lt;br /&gt;
*[[DF2012 Talk:Bridge]] &amp;amp;mdash; Suggestion to remove or relocate to [[DF2012:Trap design]] a large section of the Bridge page, and replace with &amp;quot;See also&amp;quot;s.&lt;br /&gt;
==== Completed ====&lt;br /&gt;
*[[DF2012 Talk:Arena]] &amp;amp;mdash; This page should be moved to [[DF2012:Object testing arena]].&lt;br /&gt;
*[[Category talk:DF2012:Hermaphrodite]] &amp;amp;mdash; This category should be moved to &amp;quot;sexless&amp;quot; or &amp;quot;genderless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wikiprojects]]&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Your_edit_was_saved&amp;diff=255499</id>
		<title>Dwarf Fortress Wiki:Centralized Discussion/Your edit was saved</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion/Your_edit_was_saved&amp;diff=255499"/>
		<updated>2020-10-31T19:39:12Z</updated>

		<summary type="html">&lt;p&gt;Hv: wiki issue: spurious &amp;quot;Your edit was saved&amp;quot; messages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When not logged in, each time I reload certain pages (eg [[DF2014:Quickstart guide]]) the &amp;quot;Your edit was saved&amp;quot; popup shows, even though I have not edited the page and did not navigate to the page via an edit. I have not so far seen this happen while logged in.&lt;br /&gt;
&lt;br /&gt;
I don't know if it is related, but logging in also seems dodgy: logging in on one tab does not make me logged in in the browser as a whole (ie reloading a tab showing a logged-out page reloads it still logged-out), and I'm getting an awful lot of &amp;quot;There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form.&amp;quot; when trying to log in. I have not encountered this behaviour on other wikimedia sites. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 19:38, 31 October 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Time&amp;diff=255372</id>
		<title>DF2014 Talk:Time</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Time&amp;diff=255372"/>
		<updated>2020-10-21T21:58:35Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* How to tell the time? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How to tell the time? ==&lt;br /&gt;
&lt;br /&gt;
[[Controls]] gives &amp;quot;D&amp;quot; for &amp;quot;Date/time&amp;quot;, but (in adventure mode on 47.04) it is only showing me the date. [[User:Hv|Hv]] ([[User talk:Hv|talk]]) 21:58, 21 October 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=153804</id>
		<title>v0.31 Talk:Tree</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tree&amp;diff=153804"/>
		<updated>2011-10-22T16:35:44Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Glumprongs Missing from New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tree growth ==&lt;br /&gt;
&lt;br /&gt;
Underground trees spawn in newly created suitable locations once their biome is uncovered. So far, this requires a Subterranean tile of soil, with a full soil wall underneath it. They do not spawn on subterranean soil tiles located above rock walls. From Toady's comments, I speculate that they will spawn on subterranean muddied tiles without a full soil wall beneath them. I have not tested this second hypothesis.[[User:The Architect|The Architect]] 05:53, 26 April 2010 (UTC)&lt;br /&gt;
:That would be entirely consistent with behavior from 0.28.181.40d. --[[User:Quietust|Quietust]] 12:52, 26 April 2010 (UTC)&lt;br /&gt;
::I have the surface level (z 0), then below that I have a whole z level of soil mined out (z -1).  Below that I have a whole z level of soil mined out (z -2).  Below that I have rock all mined out (z -3).  Plants grow on z -1, but not on z -2.  I think that confirms what you were saying. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:38, 26 April 2010 (UTC)&lt;br /&gt;
:::They will spwan quite happily on muddied areas of soil. This has happened on several maps I've played where I've flooded some farmland and access corridors, then found underground trees. They then grow on the muddied areas not covered by farm plots.--[[User:Nimblewright|Nimblewright]] 16:59, 1 May 2010 (UTC)&lt;br /&gt;
::::As of 0.31.25 the comments here might no longer be correct. See also http://www.bay12forums.com/smf/index.php?topic=93501.msg2630579#msg2630579. It seems that trees ''always'' grow on soil. No matter what tile is under it. --[[User:SGdYy409Ls|SGdYy409Ls]] 12:04, 23 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Any list yet of the colours of the wood, and the products thereof?&lt;br /&gt;
I know that at the very least, feather wood and the underground wood have different colours. --[[User:AndrDrew|AndrDrew]] 00:13, 6 May 2010&lt;br /&gt;
&lt;br /&gt;
'Saplings will not grow on a tile with items on it' Is this correct? In 40d saplings grew fine in occupied spaces but didn't mature into trees until the tile was cleared. --[[User:MLegion|MLegion]] 15:58, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Erosion caused by cutting trees? ==&lt;br /&gt;
&lt;br /&gt;
So i embarked on a area that had 2 types of sand and was heavily forested. After i chopped down the trees near my wagon, the grass  tiles started to turn into sand ones, while the areas with small forest kept the grass.&lt;br /&gt;
&lt;br /&gt;
Erosion took a month or so.&lt;br /&gt;
: are you sure it's erosion, or is it just dwarves tracking over it often and trampling it, like how they do with saplings/bushes?--[[Special:Contributions/75.6.250.65|75.6.250.65]] 22:54, 28 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Glumprongs Missing from New Version===&lt;br /&gt;
I cannot find Glumprongs anywhere and I only embark in evil areas. Please post if you have evidence that they exist in the new version.--[[Special:Contributions/74.77.203.51|74.77.203.51]] 10:48, 5 May 2011 (UTC)&lt;br /&gt;
:See {{bug|4133}}, this suggests the addition of grass in 0.31.19 has caused GOOD and EVIL plants to show up rarely or never. [[User:Hv|Hv]] 16:35, 22 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Butcher&amp;diff=153628</id>
		<title>v0.31:Butcher</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Butcher&amp;diff=153628"/>
		<updated>2011-10-12T22:58:03Z</updated>

		<summary type="html">&lt;p&gt;Hv: flag/or unflag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:23, 10 November 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = {{L|Butchery}}&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher {{L|animal}}&lt;br /&gt;
| workshop = {{L|Butcher's shop}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Butchers''' do the dirty job of killing tame animals, processing animal {{L|corpse}}s, skeletons and body parts for {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, {{L|Skull|skull}}(s) and many other objects at the {{L|butcher's shop}}.&lt;br /&gt;
&lt;br /&gt;
To butcher a tame animal either&lt;br /&gt;
* go into {{K|v}}iew mode, place the cursor on the animal, go to the {{K|p}}references page and press {{K|s}} to flag (or un-flag) the animal for slaughtering&lt;br /&gt;
or &lt;br /&gt;
* go to the {{K|z}} ({{L|Status}}) screen, then the Animals page, select the animal and press {{k|b}} to flag (or un-flag) for slaughter.&lt;br /&gt;
&lt;br /&gt;
A butcher will then drag the animal to the nearest butcher shop and perform the bloody deed. Note that animals adopted as {{L|Pet|pets}} can not be butchered.&lt;br /&gt;
&lt;br /&gt;
{{L|Ambusher|Hunters}} will, once per hunting trip, bring back a corpse to the butchery.  If the hunter kills more than one creature on a single hunting trip the rest of the corpses will just be left on the ground; the same is true for creatures killed by {{L|trap}}s or the {{L|military}}.  To get those corpse butchered you need to put a {{L|stockpile|refuse stockpile}} next to the butchery and set it to only accept corpses, and then set {{L|standing orders}} to gather outside refuse.&lt;br /&gt;
&lt;br /&gt;
Dwarves will refuse to butcher the corpses of sentient creatures.&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts. See each animal's page for a breakdown of what happens when you break that animal down.&lt;br /&gt;
&lt;br /&gt;
=Effect of skill=&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to {{L|rot}}. Note that butcher shops can become {{L|clutter|cluttered}} quickly, because most animals create a large number of different items of different categories when butchered. So make sure that you have nearby stockpiles for refuse, raw hides, meat, prepared organs and fat. To minimize the amount of {{L|miasma}} created in case the rotting parts are not removed fast enough, a butcher's shop should always be blocked by a {{L|door}}.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A tame animal that is not killed by your military cannot be butchered.{{bug|1180}} This includes tame animals killed due to age or due to goblins.&lt;br /&gt;
*Unlike in 40d, Dwarfs will not dis-assemble (butcher) skeletons of sentient creatures' for their bones.{{bug|1180}}&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=153534</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=153534"/>
		<updated>2011-10-07T19:23:13Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Introduction to Farming */ wl-&amp;gt;templates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on {{L|soil}} or {{L|irrigation|muddy}} rock, you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar per square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible in {{L|Ocean}} and {{L|Mountain}} biomes, even if the farm is built on mud.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. Farmers will not start planting if the tile they would start on is not muddy, even if all other tiles in the plot are.&amp;lt;sup&amp;gt;Verify&amp;lt;/sup&amp;gt; The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually {{L|rot}} away. There's no use for withered plants.&lt;br /&gt;
Also any plants that are still growing when their growing seasons end will be removed. As in DF 2010 farmers will plant up until the last day of the growing season, it might be a good idea to disable the last season of each crop so that seeds are not lost.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{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}}. As a single barrel can hold up to 10 seed {{L|bag}}s (each of which can hold 100 seeds of a specific type), this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and {{L|forbid}} them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also 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. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=153533</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=153533"/>
		<updated>2011-10-07T19:21:22Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Sustenance by Plow */ oh, use the template for links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:16, 24 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:''This is a quickstart guide for {{L|Dwarf fortress mode}} for those who have never played before who quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the {{L|Adventure mode quick start}} guide.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:'''''Also see {{L|Tutorials}} for more detailed tutorials that people have submitted.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the rest of the wiki while reading this. For something more detailed see the excellent {{L|Bentgirder}} tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|{{L|From Caravan to Happy Dwarves}} - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is {{L|World generation|generate a new world}}. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, {{L|World generation|generate a new world}} using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: {{L|Embark}}''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}}. This highlighted square is what will become your play area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Advanced players can create a functional fortress on a glacier, but for now, lets stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO Aquifer''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Calm or at least '''not''' Sinister, Haunted, or Terrifying&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
Notes about find tool:&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Medium Evil, Low Savagery. (See {{L|Surroundings#Combinations_of_surroundings|the chart here}} for why.) The find tool will also only indicate a general area so you will still need to check the attributes manually by moving between flashing regions and by moving around in each one until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map).  As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your site may have multiple biomes overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them. They may each have significantly different characteristics.&lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[/Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys. Look up and down a few {{L|z-level}}s with {{K|&amp;lt;}} and {{K|&amp;gt;}}. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} to return to the wagon.  (You can define more {{L|hotkeys}} later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the {{L|fun}} because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see ''Temporary Meeting Area'' below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to start working on based on a set of largely hard-coded priorities.&lt;br /&gt;
&lt;br /&gt;
For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a pickaxe then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to &amp;quot;mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the Designations menu.&lt;br /&gt;
#Hit {{K|d}} again to select Mine&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile.&lt;br /&gt;
&lt;br /&gt;
If your wagon is near a {{L|cliff}}, you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, {{L|channel}} out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into the wall of the pit to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the &amp;quot;cliff&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway. Later you may want to expand this to 2 or 3 tiles wide but for now make it narrow so it will be easier to defend.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
[[File:Quickstart-level0.png|thumb|right|Level 0: This is the ground level which we'll call &amp;quot;level 0&amp;quot;. The entrance tunnel is on the left where the refuse and wood stockpiles are partially visible. Inside are the general storage area, trade depot, stairwell, and farm plot.]]&lt;br /&gt;
At the end of the entry hall, dig a 5x5 room (where you'll later build your trade depot). Then dig out at least another 3 or 4 tiles of interior hallway beyond that, and beyond that another room for a general stockpile area about 10x10 tiles. You have some flexibility in how you do this; see the image at the right for an example.&lt;br /&gt;
&lt;br /&gt;
Don't make any of these rooms too big or your miner will take forever to dig the rooms out, especially if he is digging in stone instead of soil. (Digging through soil is much faster.) You may want to designate one room at a time, then wait for it to be mined out before designating the next room.&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the {{L|Stockpile#Custom_stockpiles|custom stockpile}} settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Woods'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile.&lt;br /&gt;
#Designate the whole 10x10 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
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It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will cause problems.&lt;br /&gt;
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Note- When assigning stockpiles, you should make sure they're in a vacant area. IE; the tiles should only &amp;quot;contain&amp;quot; the ground. Dwarves will not haul stuff to filled tiles, so make sure the area is vacant (Assign the area for dump) before assigning a stockpile.&lt;br /&gt;
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=== Stairways ===&lt;br /&gt;
Somewhere off of your interior hallway, dig out a 3x3 or so area and designate a Downward Stairway in the middle of it with {{K|d}}-{{K|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an Up/Down Stairway on it with {{K|d}}-{{K|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
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==Stout Labor==&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the Fishing labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
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When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
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Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''{{L|Utilities#Dwarf_Therapist|Dwarf Therapist}}''' can make this a million times easier, especially later when you're dealing with twenty times the number of dwarves you have now.}}&lt;br /&gt;
With the digging and stockpile taken care of, look over your dwarves' assigned {{L|labor}}s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category and toggle each labor off and on with {{K|Enter}} and get back out with {{K|Esc}}.&lt;br /&gt;
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After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
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Even if no dwarves have the corresponding skills, ensure that someone has {{L|wood burner}}, {{L|furnace operator}}, {{L|wood cutter}}, {{L|plant gathering}}, {{L|gem cutter}}, {{L|armorsmith}}, {{L|weaponsmith}}, {{L|blacksmith}}, {{L|metal crafter}}, and {{L|engraver}} (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed. When you're first starting out you don't want dwarves wandering around alone where they can get killed.&lt;br /&gt;
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Any unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
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==Temporary Meeting Area==&lt;br /&gt;
Using the {{k|i}} key, create an activity zone (at least 5x5) in the stairwell or general stockpile area (be careful not to make this too small otherwise your animals and dwarves will start fighting). This works much like creating a stockpile except that you draw the rectangle first then hit keys to define what the area is for. Draw the rectangle over the area then set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
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==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding {{L|Miasma}}]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for {{L|Stockpile#Refuse|{{K|r}}efuse}} ''at least'' 5x5 in size. This should be outside in the open or you will have problems with {{L|Miasma}}. You will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
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==Woodcutting==&lt;br /&gt;
Create another stock{{K|p}}ile for {{K|w}}ood outside your entrance. As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later you will move this closer to your carpenter's workshop once you build one.&lt;br /&gt;
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Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way.&lt;br /&gt;
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Also near the entry, designate at least 10 trees to be chopped down with {{K|d}}-{{K|t}}. Don't designate too many trees at the beginning, or your dwarves will spend all of their time chopping them down and hauling them rather than doing other work.&lt;br /&gt;
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==Pasture==&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/{{L|Pasture}} zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
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==Sustenance by Plow==&lt;br /&gt;
Dig out an area in a {{L|soil}} layer, accessible from inside your fort but not reachable from the outside. You must pick an ''underground'' area with mud or soil. Hopefully you have chosen a site with a soil layer as this will make farming much easier, but if not then you will need to {{L|Irrigation|irrigate}} to create the required mud on stone floors.&lt;br /&gt;
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Now use {{K|b}} to build a 3x3 {{L|Farming|farm {{K|p}}lot}}. Notice that some things like buildings and constructions are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the width and height of the &amp;quot;building&amp;quot; using {{K|u}}{{K|m}}{{K|k}}{{K|h}} then position it with the directional keys. So hit {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room you just excavated.&lt;br /&gt;
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Remember you must enable the &amp;quot;Farming (Fields)&amp;quot; labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
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{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow {{L|plump helmet}}s during all seasons. You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season, otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
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==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is really not that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
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To get stone though you may need to dig down a bit if you have more than one z-level of sand/clay/soil on the surface.&lt;br /&gt;
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==Workshops==&lt;br /&gt;
[[File:Quickstart-level-1-workshops.png|right|thumb|Level -1: Mason's, carpenter's, mechanic's, and jeweler's workshops surrounded by appropriate stockpiles.]]&lt;br /&gt;
Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already, and create four 5x5 rooms off of the stairwell. These will hold your {{L|Mechanic's_workshop|mechanic's}}, {{L|Mason's_workshop|mason's}}, {{L|Carpenter's_workshop|carpenter's}}, and {{L|Jeweler's_workshop|jeweler's}} {{L|workshop}}s.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the workshops, and select some sort of junk stone for the material. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of each room, and use the remaining space for the appropriate type of stockpile (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if stone is blocking the way. See &amp;quot;Garbage&amp;quot; Dumping below if you find you need to remove some stone.)&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
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Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one {{L|table}} and one {{L|throne}}/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
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==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' {{L|Stockpile#Refuse|Refuse}} is {{L|Miasma|rotting stuff}}. Garbage is anything you designate to be hauled to a {{L|Activity_zone#Garbage_Dump|garbage dump}}, even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
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Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it.&lt;br /&gt;
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Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone.&lt;br /&gt;
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Once the stone from your living area has been moved there, it will be set as {{L|Forbid|forbidden}}. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out.&lt;br /&gt;
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==Trade Depot==&lt;br /&gt;
Build a {{L|trade depot}} using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where {{L|trading}} will take place when one arrives.&lt;br /&gt;
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==Bedrooms==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Communal Living|When a fort is first getting started, a common {{L|dormitory}} type {{L|bedroom}} will suffice for a while, but dwarves will eventually want their own rooms. So feel free to create a {{L|dormitory}} now if you want and come back later to create individual rooms. You will want an office now though.}}&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|left|thumb|Level -7: Meager bedrooms and office. All rooms have doors; the bedrooms have a bed, cabinet, and coffer; and the office has a table and chair.]]&lt;br /&gt;
Continue digging your stairwell down about seven more levels. Just create the stairwells for now.&lt;br /&gt;
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On the lowest level, dig some halls leading to rooms for sleeping quarters. Dwarves don't need much space for living quarters; in fact, you can turn a 1x3 room into decent quarters by smoothing the stone and filling it with some decent quality furniture.&lt;br /&gt;
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{{L|Bedroom design|Designing living quarters}} is a matter of personal preference and aesthetic sense. Actual design will be left as an exercise for the player. Just try to keep the bedrooms close to the stairs, and ideally make your access hallways at least two tiles wide so your dwarves don't have to crawl over and under each other to get where they are going. &lt;br /&gt;
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You will want to create at least eight rooms: seven for your {{L|bedroom}}s, and one as an {{L|office}} for your manager/bookkeeper, which, rather than a chest, bed and cabinet, will contain the chair and table you queued up earlier.&lt;br /&gt;
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==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the {{L|Noble|nobles and administrators}} screen.  &lt;br /&gt;
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The most important positions to assign are '''{{L|broker}}''', '''{{L|bookkeeper}}''' and '''{{L|manager}}'''. Your {{L|expedition leader}} is a good choice for all three when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
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Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
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[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the {{L|chief medical dwarf}} yet. He/she will be needed when you set up your {{L|Healthcare|hospital}} which won't be covered in this guide. Feel free to go check out the {{L|Healthcare}} guide once you're done.&lt;br /&gt;
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Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for maximum precision. This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
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===Offices===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an {{L|office}} in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
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Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Place them in the office (room you created down in the sleeping area) using the {{K|b}}uild command. Once dwarves have installed the furniture, use {{K|q}} to select the chair, make the room into an office, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need. If so then you shouldn't see any red.&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same. So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.}}&lt;br /&gt;
Now would be a good time to start building some {{L|furniture}}. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
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Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;bed&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to seven. Next, queue up seven wooden {{L|chest}}s or stone coffers, eight {{L|door}}s, seven {{L|cabinet}}s, at least two {{L|table}}s and two {{L|throne}}s/chairs. The tables and chairs will go in your {{L|dining room}}, speaking of which...&lt;br /&gt;
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==Dining and Food Prep Area==&lt;br /&gt;
Below the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a {{L|dining room|dining hall}}, one a {{L|kitchen}}, and one a {{L|still}}. The still will allow you to make alcohol. The Kitchen will allow you to make {{L|Cook#Recipes|Prepared food}}.&lt;br /&gt;
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Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room.&lt;br /&gt;
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[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
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Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
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Hit {{K|z}} and select ''{{L|Kitchen}}'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
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If you plan to do any fishing, dig out another area and create a {{L|Fishery}} on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or {{L|Status#Animal_Status_Screen|slaughter}} any animals, create a {{L|Butcher's shop}} on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain {{L|Miasma}} should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
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Eventually go check out the subpage on [[/Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
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==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Make sure each bedroom gets a door, chest, bed and cabinet. Put a door on the office (which should already have a chair and table). Put the new chairs and tables in the dining room. Make more doors and put them on other rooms if you want.&lt;br /&gt;
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Once dwarves have hauled beds to the bedrooms, use {{K|q}} on the installed beds to make the bedrooms into bedrooms. Don't worry about assigning the bedrooms to specific dwarves; they will eventually pick their own as long as they have been defined as unowned bedrooms.&lt;br /&gt;
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==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a room, and configure it to be a meeting hall. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You may want to go remove the temporary meeting area and any other meeting areas that you created earlier (with {{K|i}}).&lt;br /&gt;
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==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ({{L|status}}) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some {{L|shrub|outdoor plants}}, {{L|Status#Animal_Status_Screen|slaughter}} some animals, turn on {{L|fishing}}, or turn on {{L|hunting}} to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
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==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start {{L|brewing}} as a {{L|repeat}}ing task. Also, now would be a good time to start {{L|cooking}} actual meals rather than forcing your dwarves to eat raw food. Cooking {{L|Cooking#Recipes|easy meals}} will train dwarves faster, but they may be happier with {{L|Cooking#Recipes|lavish meals}}. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a something &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some {{L|barrel}}s, or some stone {{L|pot}}s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a {{L|Craftsdwarf's workshop}}, make sure someone has the {{L|Stonecrafting}} labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, {{L|Status#Animal_Status_Screen|slaughter}} some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
&lt;br /&gt;
Actually, now would be a fine time to make another three by three farm. Set it to produce {{L|sweet pod}}s in the spring and summer, {{L|cave wheat}} or {{L|pig tail}}s (your choice) in the fall (autumn), and {{L|plump helmet}}s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from {{L|Thought|grumbling}}.&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''{{L|Bin|bins}}''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to {{L|haul}} things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and {{L|trade depot}}. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
&lt;br /&gt;
At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your {{L|metal industry}}, and later to prepare your {{L|military|militia}}.&lt;br /&gt;
&lt;br /&gt;
==Preparing for Immigrants==&lt;br /&gt;
Soon you should get some {{L|Immigration|immigrants}} if you haven't already. When you do get a group of {{L|Immigration|immigrants}}, take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. (This is where {{L|Utilities#Dwarf_Therapist|Dwarf Therapist}} can come in handy again.) Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarves into furnace operators.&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''{{L|mechanism}}s''' at your {{L|mechanic's workshop}}. Queue up ten. After they are built, use them to create {{L|Trap#Stone-fall_Trap|stone fall traps}} near the start of your entry hall using {{K|b}}-{{K|T}}. Queue up some {{L|cage}}s, and more mechanisms, and use these to create some {{L|Trap#Cage_Trap|cage traps}} right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from {{L|thief|thieves and kidnappers}} who will almost always bypass them. &lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create two 1x1 {{L|pasture}}s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a {{L|dog}} or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them save for {{L|Meat industry#Breeding|breeding}}.&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a {{L|Bridge|drawbridge}} ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the trade depot and the rest of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an {{L|ambush}} or {{L|siege}}, you will want to close up your fort, keeping the goblins out until your {{L|squad}}s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be {{L|smelter}}s, and one a {{L|metalsmith's forge}}. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold {{L|Fuel|coke and charcoal}} and metal {{L|bar}}s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for {{L|ore}} somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a {{L|wood furnace}}. Hopefully, you will find enough '''lignite''' or '''bituminous coal''' that you will only need to use the wood furnace to create enough charcoal to jump-start the '''coke''' (refined coal) production. Without {{L|magma}}, you need to refine raw coal to make coke, or burn wood to make charcoal. Unprocessed coal is not a usable fuel; only refined coke and charcoal are.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to {{L|magma}} or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike {{L|magnetite}} or {{L|limonite}} which are {{L|ore}}s of {{L|iron}}. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''{{L|The Non-Dwarf's Guide to Rock}}''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig {{L|Exploratory mining|exploratory tunnels}} looking for ores, minerals, and {{L|gem}}s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find coal or not, you will need to burn wood into at least one unit of charcoal. If you find some coal (lignite or bituminous coal), start your smelters out processing it into coke using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of {{L|Immigration|immigrants}} fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some {{L|weapon}}s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a wood furnace, and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power {{L|magma smelter}}s and {{L|magma forge}}s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out ok in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''{{L|Pick}}s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''{{L|Weapon}}s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''{{L|Armor}}''' - You're going to want some armor. Start with shields, breastplates or mail shirts, helmets, leggings, then gauntlets and boots. Start with 5 or so of each in the order listed.&lt;br /&gt;
{{L|Steel}} is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. {{L|Iron}} is good, {{L|bronze}} is also good. {{L|Copper}} is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some {{L|gem}}s by now, so put your {{L|jeweler}} to work {{L|Gem cutter|cutting}} them. These will be the only thing you {{L|Trading|trade}} in the first year, and only for things you absolutely need and can't produce enough of yourself. &lt;br /&gt;
&lt;br /&gt;
Actually, {{L|Finished goods|stone crafts}} produced by a craftsdwarf can make good trading goods as well. The only problem with this is that you'll need to make a lot of them (50+) because each one isn't too valuable individually. If you go this route you will probably need to dedicate a craftsdwarf's workshop and craftsdwarf to this task almost full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary ass to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term {{L|wealth}} until the {{L|metal industry}} gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the sharp pointy kind.}}&lt;br /&gt;
You may have struck {{L|gold}} or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making {{L|steel}} will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the {{L|Military quickstart}} guide.&lt;br /&gt;
&lt;br /&gt;
= What Next =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build {{L|coffin}}s and a graveyard or {{L|tomb}}s for dead dwarves and pets&lt;br /&gt;
*Set up a {{L|Healthcare|hospital}}&lt;br /&gt;
*Build a {{L|well}}&lt;br /&gt;
*Build a {{L|jail}} for unruly dwarves&lt;br /&gt;
*Set up {{L|Scheduling#Alert_Levels|civilian alerts}} to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*Smooth and {{L|engraving|engrave}} walls and floors&lt;br /&gt;
*Produce {{L|Dwarf_fortress_mode#Livestock|Meat, eggs, milk, and honey}}&lt;br /&gt;
*Continue to expand the {{L|military}}&lt;br /&gt;
*Explore new {{L|Industry|industries}}&lt;br /&gt;
*Dig down to the {{L|caverns}} and create a defended lower entrance with traps to defend the fort against the {{L|creatures|denizens}} below&lt;br /&gt;
*Build a {{L|kennel}} and train some war animals&lt;br /&gt;
*Build a {{L|Mass pitting}} system to dispose of caged enemies&lt;br /&gt;
*Build above-ground {{L|construction}}s such as an archery tower or garden&lt;br /&gt;
*Create a {{L|statue|statue garden}} or {{L|zoo}}&lt;br /&gt;
*Farm in an {{L|Farm#Above_Ground_Farming|above-ground farm plot}}&lt;br /&gt;
*Dig down to {{L|magma}} and set up {{L|magma forge}}s and {{L|magma smelter}}s to avoid the need for fuel&lt;br /&gt;
*Build {{L|machine component}}s to pump magma and water&lt;br /&gt;
*Create more {{L|Trap design|elaborate traps}} such as magma and drowning chambers&lt;br /&gt;
*Try some {{L|stupid dwarf trick}}s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a {{L|Megaprojects|megaproject}} right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the {{L|List of mods|mods}} and some of the crazier {{L|challenges}} that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
&lt;br /&gt;
If you have any feedback on this guide, please leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article or in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=153532</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=153532"/>
		<updated>2011-10-07T19:19:43Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Introduction to Farming */ wl for soil and mud&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built {{l|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |6:0:0}}, {{DFtext|Dark |0:0:1}}, {{DFtext|Outside|3:0:1}} and {{DFtext|Light|6:0:1}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock, you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate {{L|seed}}s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  {{L|Plump helmet}}s are a good beginning crop for a first cave farm, and {{L|wild strawberries}} are a good choice for outdoor fields.  Check the {{L|crop}}s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be {{L|brew}}ed.  This will create {{L|alcohol}} and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season.&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
&amp;lt;Table BORDER=1 align=&amp;quot;right&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;Farm Size&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Potash&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Per Square&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1.000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.500&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.400&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.333&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.286&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td align=&amp;quot;center&amp;quot;&amp;gt;0.375&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|f}} lets you toggle fertilization on or off.  To fertilize a farm plot, one needs {{L|potash}}, which is produced by processing {{L|ash}}. It greatly increases the yield of a plot (approx. multiplied by four). However fertilization only lasts for one season, and requires plot size / 4 (round down) + 1 of {{L|potash}} for saturation. Therefore fully fertilizing a farm would require burning a large amount of trees each season. The table on the right illustrates the effect of the formula on potash needed per square. Generally, larger farms use less, approaching a limit of 1/4 bar per square. The worst sizes are multiples of 4, it's better to have plots one or two less than a multiple of 4. While costly, fertilization enhances productivity of not only farmers, but many industries down the line, e.g. brewing, cooking, milling and threshing, due to the large increase in stack size of the plants, which are still processed in a single action.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}, you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or {{L|mud}}dy stone.{{version|0.31.19}}&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a bucket brigade or '''controlled''' flooding (see: {{l|Irrigation}}) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a {{L|cavern}}, but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain {{L|Mud|piles of mud}} that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a {{L|squad}} close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See {{L|irrigation}} for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible in {{L|Ocean}} and {{L|Mountain}} biomes, even if the farm is built on mud.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from {{L|Elves|elven}} and {{L|human}} caravans; above-ground plants can be gathered using the {{L|Plant gathering}} designation, and then {{L|brewer|brewed}}, {{L|mill}}ed, {{L|thresher|threshed}} or {{L|dining hall|eaten}} directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on {{L|soil}} or muddied rock, being {{L|above ground}}.  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like {{L|wild strawberry|wild strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse around some soil.&lt;br /&gt;
&lt;br /&gt;
Above ground farms built on unmuddied rock layers will show the message &amp;quot;No seeds available for this location&amp;quot;, and you ''will not'' be able to plant anything in them.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the {{l|growing}} labor enabled will begin planting the selected seed. Farmers will not start planting if the tile they would start on is not muddy, even if all other tiles in the plot are.&amp;lt;sup&amp;gt;Verify&amp;lt;/sup&amp;gt; The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually {{L|rot}} away. There's no use for withered plants.&lt;br /&gt;
Also any plants that are still growing when their growing seasons end will be removed. As in DF 2010 farmers will plant up until the last day of the growing season, it might be a good idea to disable the last season of each crop so that seeds are not lost.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom {{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}}. As a single barrel can hold up to 10 seed {{L|bag}}s (each of which can hold 100 seeds of a specific type), this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of {{L|potash}} for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and {{L|forbid}} them, as a seed bank in case of catastrophe.&lt;br /&gt;
&lt;br /&gt;
You can also 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. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the {{L|stocks}} menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. {{L|Cooking}} plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes}}&lt;br /&gt;
* {{L|Crops}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=153531</id>
		<title>v0.31:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Quickstart_guide&amp;diff=153531"/>
		<updated>2011-10-07T19:19:15Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Sustenance by Plow */ wl soil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:16, 24 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:''This is a quickstart guide for {{L|Dwarf fortress mode}} for those who have never played before who quickly want to jump in head-first.''&lt;br /&gt;
:''If you are looking to learn adventure mode instead, see the {{L|Adventure mode quick start}} guide.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:120%&amp;quot;&amp;gt;&lt;br /&gt;
:'''''Also see {{L|Tutorials}} for more detailed tutorials that people have submitted.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in Dwarf Fortress you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
As this article doesn't always contain the exact key sequences needed to do everything described, you will likely need to refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the rest of the wiki while reading this. For something more detailed see the excellent {{L|Bentgirder}} tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|500px|right|{{L|From Caravan to Happy Dwarves}} - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
&lt;br /&gt;
The first thing you will need to do is {{L|World generation|generate a new world}}. Unlike many games, the world that your game takes place in will always be procedurally randomly generated by you or someone else. There is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
Luckily the basic version of this process is rather simple, and doesn't usually take too long unless your computer is a bit outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, {{L|World generation|generate a new world}} using the {{DFtext|Create New World!}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
&lt;br /&gt;
This should help to avoid difficulties.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pre-Embark =&lt;br /&gt;
&lt;br /&gt;
:''Also see: {{L|Embark}}''&lt;br /&gt;
&lt;br /&gt;
'''Embarking''' is the process of choosing a site, outfitting your initial dwarves, and sending them on their way. &lt;br /&gt;
&lt;br /&gt;
Select {{DFtext|Start Playing}} from the main menu, then select {{DFtext|Dwarf Fortress}}.&lt;br /&gt;
&lt;br /&gt;
The map you see on the right is the '''World Map''' which will show you the whole world. The one in the middle is the '''Region Map''' which will show you a zoomed-in view of the part of the world indicated by the cursor in the world map.  The '''Local Map''' on the left will show a zoomed-in view of the part of the region indicated by the cursor in the region map. In the local map area will be a highlighted embark region that you can move around with {{K|u}} {{K|m}} {{K|k}} {{K|h}}. This highlighted square is what will become your play area after you embark. Use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} to move the region and world cursors around. Hold down {{K|Shift}} while doing this to move more rapidly.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Advanced players can create a functional fortress on a glacier, but for now, lets stick to dwarf (and newbie) friendly environments. You will want to look for certain features in your initial embark site that will make your first fort much easier to manage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:Quickstart-good-location.png|thumb|300px|right|An example of a good starting site.]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO Aquifer''' (This is '''''very''''' important!)&lt;br /&gt;
*'''Trees:''' Forested or Heavily Forested&lt;br /&gt;
*'''Temperature:''' Warm&lt;br /&gt;
*'''Surroundings:''' Calm or at least '''not''' Sinister, Haunted, or Terrifying&lt;br /&gt;
*'''Clay or Soil''' is important to make farming easier when starting out&lt;br /&gt;
*'''Shallow Metals''' (That's Metals, plural, not Metal. You want more than one.)&lt;br /&gt;
*A '''River''' if possible&lt;br /&gt;
*'''Deep Metal(s)''' if possible&lt;br /&gt;
*'''Flux Stone''' if possible&lt;br /&gt;
&lt;br /&gt;
You may want to use the {{K|f}}ind tool to help you find a site. Once the find tool has finished running, the general areas which it has found will be indicated by flashing characters on the map. &lt;br /&gt;
&lt;br /&gt;
Notes about find tool:&lt;br /&gt;
&amp;quot;Calm&amp;quot; is classified as Medium Evil, Low Savagery. (See {{L|Surroundings#Combinations_of_surroundings|the chart here}} for why.) The find tool will also only indicate a general area so you will still need to check the attributes manually by moving between flashing regions and by moving around in each one until you find the most suitable site.&lt;br /&gt;
&lt;br /&gt;
The find tool may take 1-2 minutes to run, when it's done, '''be sure to press {{K|ESC}} to look around at the different sites it returns''' (look for flashing Xs on the world map).  As you move your yellow X over the flashing suggested sites, the info bar on the right will tell you soil, minerals, aquifer, etc.  Choose the one that looks best to you!&lt;br /&gt;
&lt;br /&gt;
Your site may have multiple biomes overlapping it. If so make sure to press {{K|F1}}, {{K|F2}}, etc, to take a look at all of them. They may each have significantly different characteristics.&lt;br /&gt;
&lt;br /&gt;
See '''[[/Starting site]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
Press {{K|e}} to embark once you're sure you have the right area highlighted on the local map.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[/Preparing carefully]]''' for instructions. '''This is completely optional.'''}}&lt;br /&gt;
&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
&lt;br /&gt;
Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:Quickstart-map-starting.png|thumb|right|Starting out. In this example the dwarves will be digging out an entrance tunnel in the sandy cliff on the right. (You can use {{K|Tab}} to show or hide the overview map.)]]&lt;br /&gt;
&lt;br /&gt;
At this point you have embarked and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagon full of supplies somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Surveying the Area==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around. Use the {{K|k}} command and the arrow keys. Look up and down a few {{L|z-level}}s with {{K|&amp;lt;}} and {{K|&amp;gt;}}. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} to return to the wagon.  (You can define more {{L|hotkeys}} later, to jump quickly to other sites of interest.)&lt;br /&gt;
&lt;br /&gt;
Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
Remember that this is more of a simulation than a game.  It is not &amp;quot;play balanced&amp;quot;, and you can very easily find yourself in impossible situations. That is all part of the {{L|fun}} because even when you lose, you create an interesting story.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone using {{K|i}} (see ''Temporary Meeting Area'' below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to start working on based on a set of largely hard-coded priorities.&lt;br /&gt;
&lt;br /&gt;
For example, if a dwarf needs to eat then he will go eat and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine but no dwarf has mining as one of his allowed labors or no dwarf has a pickaxe then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. So the first thing you will do is {{K|d}}esignate some areas to &amp;quot;mine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Decide where you will build your main entrance. The best thing to do is just put it near your wagon to make it faster and less work to haul all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|d}} to bring up the Designations menu.&lt;br /&gt;
#Hit {{K|d}} again to select Mine&lt;br /&gt;
#Place the cursor on one corner of the rectangular area you want to designate and press {{K|Enter}}&lt;br /&gt;
#Move the cursor to the other corner of the rectangle and press {{K|Enter}}. A rectangle will be highlighted and a miner dwarf will start to dig out this area once you exit the menu (with {{K|Esc}}) and unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
This is basically how all of the designation commands work. Everything has to be designated one rectangle at a time, but rectangles can also be one tile wide, or just one single tile.&lt;br /&gt;
&lt;br /&gt;
If your wagon is near a {{L|cliff}}, you can just designate a tunnel to mine ({{K|d}}-{{K|d}}) into the cliff to create an entryway. If you are on flat land with no cliff near the wagon, {{L|channel}} out a small rectangle (perhaps 3x3) on the surface with {{K|d}}-{{K|h}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|&amp;gt;}} and tunnel into the wall of the pit to create your entry. (Think of this as creating your own cliff, with the inside wall of the pit being the &amp;quot;cliff&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway. Later you may want to expand this to 2 or 3 tiles wide but for now make it narrow so it will be easier to defend.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big bad outside world. You want this to be your only entrance so that you only have to worry about defending this one opening.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
[[File:Quickstart-level0.png|thumb|right|Level 0: This is the ground level which we'll call &amp;quot;level 0&amp;quot;. The entrance tunnel is on the left where the refuse and wood stockpiles are partially visible. Inside are the general storage area, trade depot, stairwell, and farm plot.]]&lt;br /&gt;
At the end of the entry hall, dig a 5x5 room (where you'll later build your trade depot). Then dig out at least another 3 or 4 tiles of interior hallway beyond that, and beyond that another room for a general stockpile area about 10x10 tiles. You have some flexibility in how you do this; see the image at the right for an example.&lt;br /&gt;
&lt;br /&gt;
Don't make any of these rooms too big or your miner will take forever to dig the rooms out, especially if he is digging in stone instead of soil. (Digging through soil is much faster.) You may want to designate one room at a time, then wait for it to be mined out before designating the next room.&lt;br /&gt;
&lt;br /&gt;
=== Stockpiles ===&lt;br /&gt;
[[File:Quickstart-custom-stockpile.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile using {{K|q}}, selecting the stockpile, then pressing {{K|s}}. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{K|p}} to open the Stockpiles menu.&lt;br /&gt;
#Use {{K|t}} to change the {{L|Stockpile#Custom_stockpiles|custom stockpile}} settings to {{K|e}}nable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Woods'''. Use directional keys, {{K|e}}nable, {{K|d}}isable to do this.&lt;br /&gt;
#{{k|Esc}} out of that screen back to the stockpiles menu.&lt;br /&gt;
#Hit {{K|c}} to select Custom Stockpile.&lt;br /&gt;
#Designate the whole 10x10 storage room as a custom stockpile. This works just like designating an area to dig: place the cursor on one corner of the room, hit {{K|Enter}}, move to the opposite corner, and hit {{K|Enter}} again.&lt;br /&gt;
#Press {{K|Esc}} to get out of the Stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later you can change what sort of things the stockpile accepts by hitting {{K|q}} (Set Building Tasks/Prefs), placing the cursor on the stockpile, then pressing {{K|s}} to get to the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will cause problems.&lt;br /&gt;
&lt;br /&gt;
Note- When assigning stockpiles, you should make sure they're in a vacant area. IE; the tiles should only &amp;quot;contain&amp;quot; the ground. Dwarves will not haul stuff to filled tiles, so make sure the area is vacant (Assign the area for dump) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Stairways ===&lt;br /&gt;
Somewhere off of your interior hallway, dig out a 3x3 or so area and designate a Downward Stairway in the middle of it with {{K|d}}-{{K|j}}. Notice that after your miner digs the stairway, it doesn't automatically create another stairway on the z-level below. If you hit {{K|&amp;gt;}} to move the view down a z-level you'll see that there's no stairway below, but there is a revealed tile of rock/soil. Because of the down stairway that was dug, this tile is now accessible to miners. You can then designate an Up/Down Stairway on it with {{K|d}}-{{K|i}} and the miner dwarf will dig it out. Below that you can then dig out another up/down stairway and so on. For now just dig down one level; we will deepen the stairwell later.&lt;br /&gt;
&lt;br /&gt;
==Stout Labor==&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf will do. For example, if the Fishing labor is enabled for a dwarf, that dwarf is allowed to engage in fishing.&lt;br /&gt;
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When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation thinking that it isn't their job.&lt;br /&gt;
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Dwarves will automatically have some labors enabled if they start out with skill in those labors, and some labors (such as hauling and cleaning) are enabled for all dwarves by default. This is why you didn't need to enable any labors on dwarves to get them to haul and mine, but later you may need a labor that no dwarf is currently capable of.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Dwarf Therapist|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''{{L|Utilities#Dwarf_Therapist|Dwarf Therapist}}''' can make this a million times easier, especially later when you're dealing with twenty times the number of dwarves you have now.}}&lt;br /&gt;
With the digging and stockpile taken care of, look over your dwarves' assigned {{L|labor}}s. Press {{K|v}} (View Units) then place the cursor on a dwarf. Now, press {{K|p}}-{{K|l}} for &amp;quot;preferences: labors&amp;quot;. You will see a list of labor categories that you can navigate using {{K|-}}{{K|+}}. You can enter each category and toggle each labor off and on with {{K|Enter}} and get back out with {{K|Esc}}.&lt;br /&gt;
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After exiting the View Units menu, you can use {{K|u}} (the units screen) to help you locate dwarves. Hit {{K|u}}, select a dwarf, hit {{K|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. (Then use {{K|p}}-{{K|l}} to get to the labor configuration menu if necessary.)&lt;br /&gt;
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Even if no dwarves have the corresponding skills, ensure that someone has {{L|wood burner}}, {{L|furnace operator}}, {{L|wood cutter}}, {{L|plant gathering}}, {{L|gem cutter}}, {{L|armorsmith}}, {{L|weaponsmith}}, {{L|blacksmith}}, {{L|metal crafter}}, and {{L|engraver}} (stone detailing) enabled. If you have dwarves with hunting or fishing, ''disable'' those until you have your initial fort completed. When you're first starting out you don't want dwarves wandering around alone where they can get killed.&lt;br /&gt;
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Any unskilled dwarf can perform any labor given the necessary equipment and materials. Dwarves with no skill will simply be slow and produce a smaller quantity of lower quality goods in a given time period, but they will gain skill points as they do so.&lt;br /&gt;
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==Temporary Meeting Area==&lt;br /&gt;
Using the {{k|i}} key, create an activity zone (at least 5x5) in the stairwell or general stockpile area (be careful not to make this too small otherwise your animals and dwarves will start fighting). This works much like creating a stockpile except that you draw the rectangle first then hit keys to define what the area is for. Draw the rectangle over the area then set it to be a {{K|m}}eeting area. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble.&lt;br /&gt;
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==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding {{L|Miasma}}]]&lt;br /&gt;
Outside your fort entrance, use {{K|p}} followed by {{K|r}} to create a stock{{K|p}}ile for {{L|Stockpile#Refuse|{{K|r}}efuse}} ''at least'' 5x5 in size. This should be outside in the open or you will have problems with {{L|Miasma}}. You will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, use {{K|q}} on the general stockpile and check its {{K|s}}ettings to make sure refuse has been disabled.&lt;br /&gt;
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==Woodcutting==&lt;br /&gt;
Create another stock{{K|p}}ile for {{K|w}}ood outside your entrance. As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later you will move this closer to your carpenter's workshop once you build one.&lt;br /&gt;
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Press {{K|q}}, place the cursor on your wagon, and hit {{K|x}} to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into a few units of wood. Removing other buildings is done the same way.&lt;br /&gt;
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Also near the entry, designate at least 10 trees to be chopped down with {{K|d}}-{{K|t}}. Don't designate too many trees at the beginning, or your dwarves will spend all of their time chopping them down and hauling them rather than doing other work.&lt;br /&gt;
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==Pasture==&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{K|i}} to create a Pe{{K|n}}/{{L|Pasture}} zone over a grassy area outside and assign your grazing animals to it using {{K|N}} (while still selecting the zone). This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all.&lt;br /&gt;
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==Sustenance by Plow==&lt;br /&gt;
Dig out an area in a [[soil]] layer, accessible from inside your fort but not reachable from the outside. You must pick an ''underground'' area with mud or soil. Hopefully you have chosen a site with a soil layer as this will make farming much easier, but if not then you will need to {{L|Irrigation|irrigate}} to create the required mud on stone floors.&lt;br /&gt;
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Now use {{K|b}} to build a 3x3 {{L|Farming|farm {{K|p}}lot}}. Notice that some things like buildings and constructions are not designated corner-to-corner like digging designations, stockpiles, or activity zones. Instead, you define the width and height of the &amp;quot;building&amp;quot; using {{K|u}}{{K|m}}{{K|k}}{{K|h}} then position it with the directional keys. So hit {{K|u}}{{K|u}}{{K|k}}{{K|k}} to make the plot 3x3 and position it in the room you just excavated.&lt;br /&gt;
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Remember you must enable the &amp;quot;Farming (Fields)&amp;quot; labour for at least one dwarf or the farm plot won't get built and farming will not take place. (If you selected &amp;quot;Play Now&amp;quot; earlier then you will start with a dwarf with farming enabled.)&lt;br /&gt;
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{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, use {{K|q}} to set the plot to grow {{L|plump helmet}}s during all seasons. You will need to press {{K|a}}, {{K|b}}, {{K|c}}, {{K|d}} and select Plump Helmets for each season, otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
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==Designing Your First Fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell with each z-level being used for a particular purpose, it is really not that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest.&lt;br /&gt;
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To get stone though you may need to dig down a bit if you have more than one z-level of sand/clay/soil on the surface.&lt;br /&gt;
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==Workshops==&lt;br /&gt;
[[File:Quickstart-level-1-workshops.png|right|thumb|Level -1: Mason's, carpenter's, mechanic's, and jeweler's workshops surrounded by appropriate stockpiles.]]&lt;br /&gt;
Dig your stairwell down one level (with {{K|d}}-{{K|i}}), if you haven't already, and create four 5x5 rooms off of the stairwell. These will hold your {{L|Mechanic's_workshop|mechanic's}}, {{L|Mason's_workshop|mason's}}, {{L|Carpenter's_workshop|carpenter's}}, and {{L|Jeweler's_workshop|jeweler's}} {{L|workshop}}s.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the workshops, and select some sort of junk stone for the material. If you are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of each room, and use the remaining space for the appropriate type of stockpile (wood for your carpenter, stone for your mason and mechanic, and gems for your jeweler.) If the construction of any building gets &amp;quot;suspended&amp;quot; just use {{K|q}} to unsuspend it. (This can happen if stone is blocking the way. See &amp;quot;Garbage&amp;quot; Dumping below if you find you need to remove some stone.)&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
Remove the temporary wood stockpile you created outside (using {{K|p}}-{{K|x}}) and dwarves will move the wood to the new wood storage area.&lt;br /&gt;
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Go to your mason's shop with {{K|q}} and use {{K|a}} to queue up one {{L|table}} and one {{L|throne}}/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
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==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' {{L|Stockpile#Refuse|Refuse}} is {{L|Miasma|rotting stuff}}. Garbage is anything you designate to be hauled to a {{L|Activity_zone#Garbage_Dump|garbage dump}}, even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
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Use {{K|i}} to create a 1x1 activity zone somewhere near your mason's and mechanic's workshops and set it to be a {{K|g}}arbage Dump. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much garbage as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the larger your dump is, the harder it will be to find anything in it.&lt;br /&gt;
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Press {{k|d}}-{{k|b}} to get to the mass dump/forbid screen and select the {{k|d}}ump option. With &amp;quot;dump&amp;quot; selected, designate a rectangle over all of the loose stones cluttering up your living area. This will designate this stone to be transported to the closest garbage dump zone.&lt;br /&gt;
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Once the stone from your living area has been moved there, it will be set as {{L|Forbid|forbidden}}. Before it can be used you will need to unforbid it using the same {{k|d}}-{{k|b}} screen, hitting {{k|c}} to claim it.&lt;br /&gt;
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Congratulations! Knowing how to use garbage zones and dump commands puts you head and shoulders above most newbs. It takes some people weeks to figure this out.&lt;br /&gt;
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==Trade Depot==&lt;br /&gt;
Build a {{L|trade depot}} using {{K|b}}-{{K|D}} in the 5x5 room you created near your entrance. This is where caravans will park their stuff and where {{L|trading}} will take place when one arrives.&lt;br /&gt;
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==Bedrooms==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Communal Living|When a fort is first getting started, a common {{L|dormitory}} type {{L|bedroom}} will suffice for a while, but dwarves will eventually want their own rooms. So feel free to create a {{L|dormitory}} now if you want and come back later to create individual rooms. You will want an office now though.}}&lt;br /&gt;
[[File:Quickstart-level-7-bedrooms.png|left|thumb|Level -7: Meager bedrooms and office. All rooms have doors; the bedrooms have a bed, cabinet, and coffer; and the office has a table and chair.]]&lt;br /&gt;
Continue digging your stairwell down about seven more levels. Just create the stairwells for now.&lt;br /&gt;
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On the lowest level, dig some halls leading to rooms for sleeping quarters. Dwarves don't need much space for living quarters; in fact, you can turn a 1x3 room into decent quarters by smoothing the stone and filling it with some decent quality furniture.&lt;br /&gt;
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{{L|Bedroom design|Designing living quarters}} is a matter of personal preference and aesthetic sense. Actual design will be left as an exercise for the player. Just try to keep the bedrooms close to the stairs, and ideally make your access hallways at least two tiles wide so your dwarves don't have to crawl over and under each other to get where they are going. &lt;br /&gt;
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You will want to create at least eight rooms: seven for your {{L|bedroom}}s, and one as an {{L|office}} for your manager/bookkeeper, which, rather than a chest, bed and cabinet, will contain the chair and table you queued up earlier.&lt;br /&gt;
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==Nobles==&lt;br /&gt;
Hit the {{k|n}} key to open up the {{L|Noble|nobles and administrators}} screen.  &lt;br /&gt;
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The most important positions to assign are '''{{L|broker}}''', '''{{L|bookkeeper}}''' and '''{{L|manager}}'''. Your {{L|expedition leader}} is a good choice for all three when starting out. Don't worry that it's just one dwarf doing all this; none of these jobs take very long.&lt;br /&gt;
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Having a manager will allow you to queue up work orders which will greatly simplify managing your production. Having a bookkeeper will allow you to maintain inventory counts on the {{K|z}} screen so you'll know what you do and don't have. A broker is necessary to trade with a caravan once one has arrived at your trade depot.&lt;br /&gt;
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[[File:Quickstart-noble-selection.png|right|thumb|Nobles screen. The red stuff turns white once an office is assigned.]]&lt;br /&gt;
Don't worry about the {{L|chief medical dwarf}} yet. He/she will be needed when you set up your {{L|Healthcare|hospital}} which won't be covered in this guide. Feel free to go check out the {{L|Healthcare}} guide once you're done.&lt;br /&gt;
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Lastly, while you are on this screen, highlight the bookkeeper and {{K|s}}et him to work for maximum precision. This will help train bookkeeping faster and ensure that you aren't dealing with vague inventory counts.&lt;br /&gt;
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===Offices===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an {{L|office}} in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned.&lt;br /&gt;
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Earlier you should have queued up a table and throne in your mason's shop, and they should be done by now. Place them in the office (room you created down in the sleeping area) using the {{K|b}}uild command. Once dwarves have installed the furniture, use {{K|q}} to select the chair, make the room into an office, and assign the office to your expedition leader (who should be your bookkeeper and manager). Hit {{K|n}} to verify that these positions now have the office they need. If so then you shouldn't see any red.&lt;br /&gt;
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==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (like chairs vs. thrones) even if they're functionally the same. So, if it seems like you can't make something of a particular material, do some poking around and check the wiki.}}&lt;br /&gt;
Now would be a good time to start building some {{L|furniture}}. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
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Using the manager screen {{k|j}}-{{k|m}}, hit {{k|q}} to queue up a new job, and type &amp;quot;bed&amp;quot;, and then select &amp;quot;construct bed.&amp;quot; Set the quantity to seven. Next, queue up seven wooden {{L|chest}}s or stone coffers, eight {{L|door}}s, seven {{L|cabinet}}s, at least two {{L|table}}s and two {{L|throne}}s/chairs. The tables and chairs will go in your {{L|dining room}}, speaking of which...&lt;br /&gt;
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==Dining and Food Prep Area==&lt;br /&gt;
Below the living quarters, and right off the main stairwell, create another four rooms. One will be for general food storage, one a {{L|dining room|dining hall}}, one a {{L|kitchen}}, and one a {{L|still}}. The still will allow you to make alcohol. The Kitchen will allow you to make {{L|Cook#Recipes|Prepared food}}.&lt;br /&gt;
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Make the rooms for the kitchen and still 5x5 each. The storage area and dining hall should be larger. Ideally make the dining hall so that it can be further expanded later.&lt;br /&gt;
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Use {{K|b}}-{{K|w}} to build the still and kitchen in the middle of the 5x5 rooms. Create {{K|f}}ood stockpiles in the remaining space around each workshop, as well as the entire food storage room.&lt;br /&gt;
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[[File:Quickstart-level-6-dining.png|right|thumb|Level -6: Dining level with dining hall, kitchen, still, and storage area.]]&lt;br /&gt;
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Go back to your general purpose stockpile on the top level and use {{K|q}} to change the {{K|s}}ettings to {{K|d}}isable Food. This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles.&lt;br /&gt;
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Hit {{K|z}} and select ''{{L|Kitchen}}'' from the top of the screen, then disable all cooking for plants and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food.&lt;br /&gt;
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If you plan to do any fishing, dig out another area and create a {{L|Fishery}} on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or {{L|Status#Animal_Status_Screen|slaughter}} any animals, create a {{L|Butcher's shop}} on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain {{L|Miasma}} should something rot, and to otherwise avoid offending squeamish dwarves.&lt;br /&gt;
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Eventually go check out the subpage on [[/Stockpiles]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
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==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the {{K|b}}uild command. Make sure each bedroom gets a door, chest, bed and cabinet. Put a door on the office (which should already have a chair and table). Put the new chairs and tables in the dining room. Make more doors and put them on other rooms if you want.&lt;br /&gt;
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Once dwarves have hauled beds to the bedrooms, use {{K|q}} on the installed beds to make the bedrooms into bedrooms. Don't worry about assigning the bedrooms to specific dwarves; they will eventually pick their own as long as they have been defined as unowned bedrooms.&lt;br /&gt;
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==Meeting Hall==&lt;br /&gt;
Use {{K|q}} on one of the tables you just placed in the dining room, define the area as a room, and configure it to be a meeting hall. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You may want to go remove the temporary meeting area and any other meeting areas that you created earlier (with {{K|i}}).&lt;br /&gt;
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==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the {{K|z}} ({{L|status}}) screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some {{L|shrub|outdoor plants}}, {{L|Status#Animal_Status_Screen|slaughter}} some animals, turn on {{L|fishing}}, or turn on {{L|hunting}} to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
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==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start {{L|brewing}} as a {{L|repeat}}ing task. Also, now would be a good time to start {{L|cooking}} actual meals rather than forcing your dwarves to eat raw food. Cooking {{L|Cooking#Recipes|easy meals}} will train dwarves faster, but they may be happier with {{L|Cooking#Recipes|lavish meals}}. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a something &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
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{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some {{L|barrel}}s, or some stone {{L|pot}}s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a {{L|Craftsdwarf's workshop}}, make sure someone has the {{L|Stonecrafting}} labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them.&lt;br /&gt;
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Keep checking your food and drink stock levels on the {{K|z}} screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, {{L|Status#Animal_Status_Screen|slaughter}} some of your animals, start hunting or fishing, or start more farms.&lt;br /&gt;
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Actually, now would be a fine time to make another three by three farm. Set it to produce {{L|sweet pod}}s in the spring and summer, {{L|cave wheat}} or {{L|pig tail}}s (your choice) in the fall (autumn), and {{L|plump helmet}}s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from {{L|Thought|grumbling}}.&lt;br /&gt;
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==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles]] sub page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''{{L|Bin|bins}}''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to {{L|haul}} things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
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=Beyond a Minimal Fortress=&lt;br /&gt;
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By now you should have your main entrance created, along with a farm, general purpose stockpile, refuse pile (for trash), and {{L|trade depot}}. Somewhere you should have a mason's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff.&lt;br /&gt;
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At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better protected, to set up your {{L|metal industry}}, and later to prepare your {{L|military|militia}}.&lt;br /&gt;
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==Preparing for Immigrants==&lt;br /&gt;
Soon you should get some {{L|Immigration|immigrants}} if you haven't already. When you do get a group of {{L|Immigration|immigrants}}, take a headcount and queue up enough beds, doors, cabinets and chests to make bedrooms for them all. Examine their skills. (This is where {{L|Utilities#Dwarf_Therapist|Dwarf Therapist}} can come in handy again.) Be sure to enable any labors that they have skills in, but aren't active. Turn any useless dwarves into furnace operators.&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''{{L|mechanism}}s''' at your {{L|mechanic's workshop}}. Queue up ten. After they are built, use them to create {{L|Trap#Stone-fall_Trap|stone fall traps}} near the start of your entry hall using {{K|b}}-{{K|T}}. Queue up some {{L|cage}}s, and more mechanisms, and use these to create some {{L|Trap#Cage_Trap|cage traps}} right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from {{L|thief|thieves and kidnappers}} who will almost always bypass them. &lt;br /&gt;
&lt;br /&gt;
Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create two 1x1 {{L|pasture}}s near the beginning of your entryway, one on either side, using {{K|i}}. Using the {{K|N}} key inside the zone interface, assign a {{L|dog}} or other non-grazing animal to each of them. These animals will spot thieves and raiders before they gain entrance to your fortress. Try to pick disposable animals, as they ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them save for {{L|Meat industry#Breeding|breeding}}.&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
Build a {{L|Bridge|drawbridge}} ({{K|b}}-{{K|g}}) to seal off your entryway. Make sure to use {{K|w}}, {{K|a}}, {{K|d}}, or {{K|x}} to make it raise up in the right direction; otherwise it will just retract (disappear) instead of raising up to form a barrier.&lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the trade depot and the rest of the fort. Build a lever ({{K|b}}-{{K|T}}-{{K|l}}) near your meeting area and connect it to the drawbridge by using {{K|q}} on the lever.&lt;br /&gt;
&lt;br /&gt;
In case of an {{L|ambush}} or {{L|siege}}, you will want to close up your fort, keeping the goblins out until your {{L|squad}}s have formed up and are in position. Ideally you want to have enough cage traps to take out most of the goblins so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:Quickstart-level-2-forge.png|thumb|right|Level -2: Forge and smelters with ore stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be {{L|smelter}}s, and one a {{L|metalsmith's forge}}. Designate stockpiles for {{K|b}}ars around the smelters and forge. The bar stockpiles will hold {{L|Fuel|coke and charcoal}} and metal {{L|bar}}s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later.&lt;br /&gt;
&lt;br /&gt;
Also dig out some space and create a stockpile for {{L|ore}} somewhere nearby. To make an ore stockpile, designate a {{K|s}}tone stockpile, then use {{K|q}} to change the {{K|s}}ettings on it to forbid all types of stone other than ore.&lt;br /&gt;
&lt;br /&gt;
Finally, go to your general purpose stockpile on the top level and use {{K|q}} to disable Bars. Stone should already be disabled on this stockpile, and if so then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a {{L|wood furnace}}. Hopefully, you will find enough '''lignite''' or '''bituminous coal''' that you will only need to use the wood furnace to create enough charcoal to jump-start the '''coke''' (refined coal) production. Without {{L|magma}}, you need to refine raw coal to make coke, or burn wood to make charcoal. Unprocessed coal is not a usable fuel; only refined coke and charcoal are.&lt;br /&gt;
&lt;br /&gt;
If you don't find coal on your map, you'll need to either dig down to {{L|magma}} or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike {{L|magnetite}} or {{L|limonite}} which are {{L|ore}}s of {{L|iron}}. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. Note that ores usually look like {{Raw Tile|£|6:7:1}} before they are mined and {{Raw Tile|*|6:1}} after, though the colors will differ.  See '''''{{L|The Non-Dwarf's Guide to Rock}}''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig {{L|Exploratory mining|exploratory tunnels}} looking for ores, minerals, and {{L|gem}}s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find coal or not, you will need to burn wood into at least one unit of charcoal. If you find some coal (lignite or bituminous coal), start your smelters out processing it into coke using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on.&lt;br /&gt;
&lt;br /&gt;
Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of {{L|Immigration|immigrants}} fairly soon, if you haven't already, and you can put them to work in the other smelters.&lt;br /&gt;
&lt;br /&gt;
Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some {{L|weapon}}s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a wood furnace, and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power {{L|magma smelter}}s and {{L|magma forge}}s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out ok in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''{{L|Pick}}s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''{{L|Weapon}}s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''{{L|Armor}}''' - You're going to want some armor. Start with shields, breastplates or mail shirts, helmets, leggings, then gauntlets and boots. Start with 5 or so of each in the order listed.&lt;br /&gt;
{{L|Steel}} is the best normal metal to make armor and most weapons out of, but you're likely find that you want some arms before you can make steel. {{L|Iron}} is good, {{L|bronze}} is also good. {{L|Copper}} is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
You should have uncovered some {{L|gem}}s by now, so put your {{L|jeweler}} to work {{L|Gem cutter|cutting}} them. These will be the only thing you {{L|Trading|trade}} in the first year, and only for things you absolutely need and can't produce enough of yourself. &lt;br /&gt;
&lt;br /&gt;
Actually, {{L|Finished goods|stone crafts}} produced by a craftsdwarf can make good trading goods as well. The only problem with this is that you'll need to make a lot of them (50+) because each one isn't too valuable individually. If you go this route you will probably need to dedicate a craftsdwarf's workshop and craftsdwarf to this task almost full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary ass to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term {{L|wealth}} until the {{L|metal industry}} gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the sharp pointy kind.}}&lt;br /&gt;
You may have struck {{L|gold}} or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making {{L|steel}} will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world then you will want at least some sort of military.&lt;br /&gt;
&lt;br /&gt;
Once you reach this point you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important.&lt;br /&gt;
&lt;br /&gt;
If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.)&lt;br /&gt;
&lt;br /&gt;
When you're ready to start up your military, see the {{L|Military quickstart}} guide.&lt;br /&gt;
&lt;br /&gt;
= What Next =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build {{L|coffin}}s and a graveyard or {{L|tomb}}s for dead dwarves and pets&lt;br /&gt;
*Set up a {{L|Healthcare|hospital}}&lt;br /&gt;
*Build a {{L|well}}&lt;br /&gt;
*Build a {{L|jail}} for unruly dwarves&lt;br /&gt;
*Set up {{L|Scheduling#Alert_Levels|civilian alerts}} to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*Smooth and {{L|engraving|engrave}} walls and floors&lt;br /&gt;
*Produce {{L|Dwarf_fortress_mode#Livestock|Meat, eggs, milk, and honey}}&lt;br /&gt;
*Continue to expand the {{L|military}}&lt;br /&gt;
*Explore new {{L|Industry|industries}}&lt;br /&gt;
*Dig down to the {{L|caverns}} and create a defended lower entrance with traps to defend the fort against the {{L|creatures|denizens}} below&lt;br /&gt;
*Build a {{L|kennel}} and train some war animals&lt;br /&gt;
*Build a {{L|Mass pitting}} system to dispose of caged enemies&lt;br /&gt;
*Build above-ground {{L|construction}}s such as an archery tower or garden&lt;br /&gt;
*Create a {{L|statue|statue garden}} or {{L|zoo}}&lt;br /&gt;
*Farm in an {{L|Farm#Above_Ground_Farming|above-ground farm plot}}&lt;br /&gt;
*Dig down to {{L|magma}} and set up {{L|magma forge}}s and {{L|magma smelter}}s to avoid the need for fuel&lt;br /&gt;
*Build {{L|machine component}}s to pump magma and water&lt;br /&gt;
*Create more {{L|Trap design|elaborate traps}} such as magma and drowning chambers&lt;br /&gt;
*Try some {{L|stupid dwarf trick}}s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the {{L|Dwarf fortress mode|Fortress Mode Reference Guide}} and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a {{L|Megaprojects|megaproject}} right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the {{L|List of mods|mods}} and some of the crazier {{L|challenges}} that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
&lt;br /&gt;
If you have any feedback on this guide, please leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article or in [http://www.bay12forums.com/smf/index.php?topic=83452.0 this thread] on the forums.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=130471</id>
		<title>v0.31:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Baron&amp;diff=130471"/>
		<updated>2010-10-31T12:46:55Z</updated>

		<summary type="html">&lt;p&gt;Hv: clarify that traders must leave the map before starting meeting with liaison&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:01, 4 July 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the {{L|liaison}} will approach you about becoming a barony.  You will then have the option to promote a dwarf of your choice to the rank of baron, which will occur some time later.&lt;br /&gt;
&lt;br /&gt;
Since the baron is being promoted from within, s/he will not be an immigrant, and thus no baron consort will accompany her/him.  However, if you chose to promote a married dwarf, then his/her partner will become their consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a noble in the {{k|u}}nits menu).  Also, the promotion of the baron will '''not''' usher in the {{L|economy}} as it did in older versions.&lt;br /&gt;
&lt;br /&gt;
'''Some have met the requirements and not received the option to promote a dwarf to a baron, this is a bug.{{bug|519}}&lt;br /&gt;
&lt;br /&gt;
This bug can be avoided by putting off the meeting with the liaison (e.g. by keeping the mayor busy or locking him up in a room) until the last member of the trade caravan has left the map. Apparently you have to delay the '''start''' of the meeting (&amp;quot;Greeting from the mountainhomes...&amp;quot; screen) because only that moment makes a difference. {{L|military|Draft}} to active patrol duty ASAP after the arrival of the liaison is the most reliable way. [http://www.bay12forums.com/smf/index.php?topic=62028.0 source]&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
According to Toady [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]&lt;br /&gt;
&lt;br /&gt;
*Have a caravan leave when your pop is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=130133</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=130133"/>
		<updated>2010-10-25T10:15:27Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Bugs */ add bugref&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|06:19, 8 September 2010 (UTC)}}{{buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the {{l|glass furnace}} using {{l|fuel}} with either {{l|sand}} (green glass), {{l|sand}} and {{l|pearlash}} (clear glass), or {{l|rock crystal}} and pearlash (crystal glass). A {{l|magma glass furnace}} can also be used, in which case no fuel is required.  Raw glass (of all three types) can now be acquired from some {{l|trading|trade}} caravans.&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a {{l|carpenter's workshop}}, with the exception of beds, medical supplies, training weapons, and possibly other things. In addition, it may be used to produce {{l|gems#Glass|glass gems}}. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for {{l|glassmaker|glassmakers}}). Glass can also be shaped into {{L|block}}s which can be used to build {{L|workshop}}s and {{L|construction}}s. Glass trap components can be made, though they are woefully ineffective (see below).{{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the {{l|Glass industry}} page.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Making raw crystal glass or crystal glass items is currently not functional. Despite rough rock crystals being available, the game will announce 'Needs glass-making rough gems'.{{version|0.31.03}} [http://bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
While glass can be used to make trap components, they seem to not be able to penetrate even base quality clothing, though they will still cause tired status. This may be due to the glass materials failing to initialize [MAX_EDGE], resulting in it often being equal to zero. {{version|0.31.12}}&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with {{l|magma}}, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for convenience, they are provided below as inorganic material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_GREEN]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten green glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling green glass]&lt;br /&gt;
	[DISPLAY_COLOR:2:2:0]&lt;br /&gt;
	[MATERIAL_VALUE:2]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_CLEAR]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten clear glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling clear glass]&lt;br /&gt;
	[DISPLAY_COLOR:3:3:0]&lt;br /&gt;
	[MATERIAL_VALUE:5]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[INORGANIC:GLASS_CRYSTAL]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID:crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:SOLID_POWDER:ground crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:LIQUID:molten crystal glass]&lt;br /&gt;
	[STATE_NAME_ADJ:GAS:boiling crystal glass]&lt;br /&gt;
	[DISPLAY_COLOR:7:7:1]&lt;br /&gt;
	[MATERIAL_VALUE:10]&lt;br /&gt;
	[SPEC_HEAT:700]&lt;br /&gt;
	[MELTING_POINT:13600]&lt;br /&gt;
	[BOILING_POINT:16000]&lt;br /&gt;
	[SOLID_DENSITY:2600]&lt;br /&gt;
	[LIQUID_DENSITY:2240]&lt;br /&gt;
	[IMPACT_YIELD:10000]&lt;br /&gt;
	[IMPACT_FRACTURE:10000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:10000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:10000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:10000]&lt;br /&gt;
	[TENSILE_FRACTURE:10000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:10000]&lt;br /&gt;
	[TORSION_FRACTURE:10000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:10000]&lt;br /&gt;
	[SHEAR_FRACTURE:10000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:10000]&lt;br /&gt;
	[BENDING_FRACTURE:10000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=130115</id>
		<title>v0.31 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=130115"/>
		<updated>2010-10-24T23:28:53Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* defacement */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of Thoughts==&lt;br /&gt;
 As of [[DF2010]], some negative thoughts make the dwarf work much more slowly.  The dwarf will&lt;br /&gt;
 continue to work for a time, presumably until the negative thought becomes unbearable, and &lt;br /&gt;
 then will go attempt to resolve the thought by eating, sleeping, drinking, or some other action.&lt;br /&gt;
Um... no. The thoughts do not cause the dwarf to slow down - the thoughts are a result of the pre-existing [[40d:Status icons|status]], which is what both slows them down and causes the thought.  That is, they get hungry or tired or whatever, and then they both slow down and have the bad thought about the cause.  This is like saying that if a dwarf has a bad thought about losing their foot to magma, the bad thought is what burned their foot off.--[[User:Albedo|Albedo]] 20:22, 6 April 2010 (UTC)&lt;br /&gt;
:Hmm. I was just going by observation... I hadn't even seen this string dump business. I saw there was no new article, and sought to get one started. Also, why not fix the mistake instead of making nice big comments detailing the error on the talk pages for both me and the article? [[User:Garanis|Garanis]] 21:07, 6 April 2010 (UTC)&lt;br /&gt;
:Also, there are some ''very strange'' unhappy thoughts in that string dump. Gems such as: &amp;quot;has been attacked by a dead and still annoying acquaintance lately&amp;quot; and &amp;quot;had a terrifying nightmare about an army of the dead.&amp;quot; I've never seen these, even in some terrifying fortresses. I don't think theres an reason to include everything in the string dump in these lists.[[User:Garanis|Garanis]] 21:20, 6 April 2010 (UTC)&lt;br /&gt;
::&amp;quot;By observation&amp;quot; is not a recommended nor perfectly reliable approach, especially not without independent confirmation.  Adding &amp;quot;something&amp;quot; to a blank page is, actually, ''not'' better than if it's flawed and misleading, not for the newbie who's relying on it for their information.  And I did fix it - I deleted it. And just now I fixed what you put in its place. &amp;lt;br /&amp;gt;As for unusual thoughts, the wiki doesn't care so much what one individual has or hasn't seen, it only cares about what is useful to the community - and that's up to the users. I was just tossing it out as a suggestion.  (And how many &amp;quot;terrifying fortresses&amp;quot; have you had so far in the new version? nm - rhetorical question - but one that leads us back to &amp;quot;independent confirmation&amp;quot;, or the lack of it.) --[[User:Albedo|Albedo]] 21:35, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Regardless of the semantic issues, the way dwarves handle thirst, hunger, and fatigue has changed. Unlike 40d, dwarves now wait to fulfill their needs. This fact should be represented somewhere. Maybe [[Thought]] isn't the best place for it. Should I wait for someone to independently verify that dwarves need food before I go start that article? Where is the best place to ask for independent verification?[[User:Garanis|Garanis]] 21:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well I do remember something in the dev plans about bringing back the old zombie attacks from the 2D version, I think that will be part of whatever he has planned, and that first thought was hilarious [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
One of the Happy Thoughts is &amp;quot;took someone to bed recently&amp;quot;? Surely this is a reference to carrying out healthcare duties and not truly as scandalous the article currently suggests. Should we amend?&lt;br /&gt;
&lt;br /&gt;
There are much more thoughts than those in that list. We should make that list bigger. --[[User:Niggy|Niggy]] 19:47, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personal Hygiene==&lt;br /&gt;
I've also noticed the positive thought &amp;quot;had a nice bath recently&amp;quot;, but I'm not sure where the dwarf could have possibly had it. Perhaps at my pond? Definitively not ''in'' the pond, there is no ramp or stairs in it.--[[User:Doub|Doub]] 08:14, 1 May 2010 (UTC)&lt;br /&gt;
:Outdoor ponds are definitely good for this (I've seen dwarfs do it), not sure about brooks or rivers w/o ramps. Further investigation required. I'm also not sure whether the dwarf needs to be able to physically get into the pond to take a bath.--[[User:Nimblewright|Nimblewright]] 11:36, 24 May 2010 (UTC)&lt;br /&gt;
::Maybe it used Soap?--[[Special:Contributions/186.124.211.173|186.124.211.173]] 22:00, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Filling in the blank spaces ===&lt;br /&gt;
* &amp;quot;Was upset that a criminal could not be properly punished&amp;quot;: A noble's mandate was not met, but the offender was able to avoid punishment&lt;br /&gt;
* &amp;quot;Was irritated at having to haul somebody to bed lately&amp;quot;: Dwarf doing the hauling has the trait &amp;quot;Doesn't like helping others&amp;quot;&lt;br /&gt;
* &amp;quot;Was irritated at having to give somebody (food/water) lately&amp;quot;: Dwarf doing the hauling has the trait &amp;quot;Doesn't like helping others&amp;quot;&lt;br /&gt;
&lt;br /&gt;
21:50, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Complained about the draft lately.&amp;quot; ??  I see this in early forts a lot, even if I have doors in place. Related to a dwarf who doesn't like it having to go outside but not being cave adapted yet?  [[Special:Contributions/173.65.198.35|173.65.198.35]]&lt;br /&gt;
:In this case, &amp;quot;draft&amp;quot; refers to [http://en.wikipedia.org/wiki/Draft_%28conscription%29 conscription] into the military. --[[User:Quietust|Quietust]] 22:58, 6 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
tired of drinking the same old booze lately  why???&lt;br /&gt;
&lt;br /&gt;
recieved water today -- I'm not sure if this happens every time.&lt;br /&gt;
&lt;br /&gt;
also, does a dorm not count for the beds within for not sleeping in a bedroom?&lt;br /&gt;
&lt;br /&gt;
==Miscarriages Caused By Moods?==&lt;br /&gt;
In a recent fortress(one which has already crumbled), a melancholic female dwarf had the 'had a miscarriage recently' thought. I do not believe she was in the military, and even so the military had seen no greater threats than the occasional kobold. I believe this means that moods can cause miscarriages, or at least merits investigation. [[User:Calite|Calite]] 01:27, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military thoughts ==&lt;br /&gt;
&lt;br /&gt;
Two unhappy thoughts I currently have that are not in the list:&lt;br /&gt;
&lt;br /&gt;
*Was grumbling about long patrol duty lately&lt;br /&gt;
*:My one-squad military is on a continuous training cycle, requiring 7 of 10 dwarves at all times (but they've seen no action yet). I guess this can be brought on by being required to serve 2 months in succession, since 5 or 6 of the 10 are complaining, but I don't know what else might modify it.&lt;br /&gt;
&lt;br /&gt;
*Has complained about the draft lately&lt;br /&gt;
*:Just one of the 10 has complained, no idea what makes him so special - maybe in part that he has a non-military skill higher than any of his military skills?&lt;br /&gt;
&lt;br /&gt;
What quality criteria must be met to include these in the list? [[User:Hv|Hv]] 08:14, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== defacement ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She has suffered the travesty of art defacement.&amp;quot; This related to the announcement &amp;quot;a masterwork of Urist McWeaponsmith has been lost&amp;quot; - I'd marked all the copper and bronze weapons to be melted, to encourage the reactionaries to pick up something better. [[User:Hv|Hv]] 23:28, 24 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&amp;diff=129921</id>
		<title>v0.31:Melt item</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Melt_item&amp;diff=129921"/>
		<updated>2010-10-20T20:19:26Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Melting the items */ fix capitalization to avoid redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
You can '''melt''' items at a {{L|smelter}}, using the {{L|furnace operator}} labor, to recover some of the {{L|metal}} they were made of.  {{L|Decoration}}s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.&lt;br /&gt;
&lt;br /&gt;
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not &amp;quot;shared&amp;quot; between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.&lt;br /&gt;
&lt;br /&gt;
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. &lt;br /&gt;
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. &lt;br /&gt;
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.  &lt;br /&gt;
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).&lt;br /&gt;
&lt;br /&gt;
So, it's recommended that you designate one smelter as your &amp;quot;melting&amp;quot; smelter (or one/metal type), to guarantee that fractions will add up effectively.&lt;br /&gt;
&lt;br /&gt;
==Designating items to melt==&lt;br /&gt;
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the {{L|Stocks}} page or the Loo{{k|k}} interface. &lt;br /&gt;
&lt;br /&gt;
To bring up a individual object description screen when the object is:&lt;br /&gt;
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.&lt;br /&gt;
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.&lt;br /&gt;
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.&lt;br /&gt;
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select &amp;quot;stocks&amp;quot; and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See {{L|Bookkeeper}} for how to get this.), scroll to the specific object, and type {{k|v}} to view.&lt;br /&gt;
&lt;br /&gt;
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and {{L|forbidden}} then the item will '''not''' be melted.&lt;br /&gt;
&lt;br /&gt;
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...&lt;br /&gt;
&lt;br /&gt;
==Melting the items==&lt;br /&gt;
Items designated to be melted will be left alone until you queue a &amp;quot;Melt a metal object&amp;quot; job at a {{L|Smelter}}.  Melting down an object requires the {{L|Furnace operator}} labor (and consumes a unit of {{L|fuel}} for a non-magma smelter).&lt;br /&gt;
&lt;br /&gt;
The job gives the same experience to the {{L|furnace operator}} skill regardless of % yield of the item melted.&lt;br /&gt;
&lt;br /&gt;
==Yield==&lt;br /&gt;
For every unit of {{L|material size}} an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are &amp;quot;stored&amp;quot; at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal or {{L|alloy}} melted.&lt;br /&gt;
&lt;br /&gt;
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some items are available cheap from traders, or are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.&lt;br /&gt;
&lt;br /&gt;
====Melting armor &amp;amp; weapons====&lt;br /&gt;
&lt;br /&gt;
Fortresses will often accumulate armor and/or weapons that they don't need, either from {{L|invader}}s, from {{L|caravan}}s ''(with or without {{L|trade|trading}} for them, ahem)'', or from unsuccessful, low-skilled early efforts at forging your own.&lt;br /&gt;
&lt;br /&gt;
Rather than let these gather dust or {{L|trade}} them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Armor &amp;lt;br /&amp;gt;Item &amp;lt;br /&amp;gt; melted!! Percent &amp;lt;br /&amp;gt;Return !! Absolute&amp;lt;br /&amp;gt; Return&amp;lt;br /&amp;gt; (in bars)&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|cap}} || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|helm}} || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 30% || .9*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|gauntlets|gauntlet}} || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|leggings}} || 50% || .5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|greaves}}  || 30% || .6*&lt;br /&gt;
|-&lt;br /&gt;
| high {{L|boot}}  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
| low {{L|boot}}  || 10% || .1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|shield}}  || 40% || .4&lt;br /&gt;
|-&lt;br /&gt;
| {{L|buckler}}  || 20% || .2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Note that these items take more than 1 bar to make initially.)''&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Weapon&amp;lt;br /&amp;gt;melted!! Return&amp;lt;br /&amp;gt;(in bars)&lt;br /&gt;
|-&lt;br /&gt;
| large dagger, whip  || .1&lt;br /&gt;
|-&lt;br /&gt;
|  blowgun, scourge || .2&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace, scimitar,&amp;lt;br /&amp;gt; short sword, spear, war hammer  || .3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, longsword,&amp;lt;br /&amp;gt; pick, pike || .4&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword || .5&lt;br /&gt;
|-&lt;br /&gt;
|  stack of # arrows, bolts || # /100, rounded up*&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could &amp;quot;create&amp;quot; metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)'' &lt;br /&gt;
&lt;br /&gt;
Due to the low return, many players opt to install weapons into {{L|weapon trap}}s instead, especially if the weapon is of any {{L|quality}}.''&lt;br /&gt;
&lt;br /&gt;
==== Training metalsmith skills / Maximizing return  ====&lt;br /&gt;
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:&lt;br /&gt;
&lt;br /&gt;
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; &lt;br /&gt;
! Skill&amp;lt;br /&amp;gt; to be &amp;lt;br /&amp;gt;Trained!!  Best &amp;lt;br /&amp;gt;Percent &amp;lt;br /&amp;gt; Return !! Recommended &amp;lt;br /&amp;gt;Item(s) &amp;lt;br /&amp;gt;Melted&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|weaponsmith}}ing || 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || {{L|enormous corkscrew}}s,&amp;lt;br /&amp;gt;{{L|giant axe blade}}s,&amp;lt;br /&amp;gt;{{L|menacing spike}}s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|armorsmith}}ing || 50% ||{{L|leggings}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal craft}}ing || 60% &amp;lt;br /&amp;gt;(2/10 each)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || {{L|goblet}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|metal craft}}ing || 50% || {{L|chain}} &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{L|blacksmith}}ing || 50% || {{L|bucket}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) Some {{L|other weapon}}s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.&lt;br /&gt;
::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buying items to melt===&lt;br /&gt;
{{L|Merchant}}s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the {{L|Value#Items_with_both_material_and_quality|base value}} of a given item, without {{L|Value#Material_multipliers|material multiplier}}, and then a &amp;quot;cost&amp;quot; relative to its yield, so you know what the &amp;quot;best buys&amp;quot; are if you want (or are forced) to go down this road.&lt;br /&gt;
&lt;br /&gt;
For instance, a {{L|cap}} has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a &amp;quot;relative cost&amp;quot; of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar.  ''(And it turns out, that's a pretty poor return on investment!)''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''&lt;br /&gt;
&lt;br /&gt;
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet.  So a {{L|copper}} (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a {{L|steel}} (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''&lt;br /&gt;
&lt;br /&gt;
Note also that {{L|quality}} and {{L|decorate}}d items can greatly increase the relative cost.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Item &amp;lt;br /&amp;gt; Bought !! Base &amp;lt;br /&amp;gt;Value !! Absolute &amp;lt;br /&amp;gt; Return !! Relative &amp;lt;br /&amp;gt; Cost/Bar&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|cap}} || 10 || .1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{L|helm}} || 15 || .2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| chain armor || 60 || .6 || 100&lt;br /&gt;
|-&lt;br /&gt;
| plate armor || 100 || .9 || 111&lt;br /&gt;
|-&lt;br /&gt;
| {{L|gauntlets|gauntlet}} || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| {{L|leggings}} || 15 || .5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| {{L|greaves}}  || 30 || .6 || 50&lt;br /&gt;
|-&lt;br /&gt;
| high {{L|boot}}  || 15 || .2 || 75&lt;br /&gt;
|-&lt;br /&gt;
| low {{L|boot}}  || 15 || .1 || 150&lt;br /&gt;
|-&lt;br /&gt;
| {{L|shield}}  || 15 || .4 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
| {{L|buckler}}  || 10 || .2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|  bow, crossbow,  mace,&amp;lt;br /&amp;gt; scimitar, short sword,&amp;lt;br /&amp;gt; spear, war hammer || 10 || .3 || 33.3&lt;br /&gt;
|-&lt;br /&gt;
|  battle axe, flail, &amp;lt;br /&amp;gt;longsword, pick, pike || 10 || .4 || 25&lt;br /&gt;
|-&lt;br /&gt;
|  great axe, halberd, &amp;lt;br /&amp;gt;two-handed sword &amp;lt;br /&amp;gt; {{L|trap weapon}}s || 10 || .5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|  stack of 25 bolts, arrows || 25 || .3 || 83.3&lt;br /&gt;
|-&lt;br /&gt;
| {{L|cage}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || 10 || 1.0 || 10&lt;br /&gt;
|-&lt;br /&gt;
| {{L|anvil}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;  || 100 || 1.0 || 100&lt;br /&gt;
|- &lt;br /&gt;
| {{L|craft}}s ||  ||  || (poor, tbd)&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Notes:&lt;br /&gt;
:::1) You're ''buying'', so you want a ''low'' cost/bar.&lt;br /&gt;
:::2) Cages are offered in only {{L|copper}}, {{L|lead}}, {{L|nickel}}, {{L|tin}}, or {{L|zinc}}.  All {{L|furniture}} returns 1 bar for each item melted, but only cages are offered for trade.&lt;br /&gt;
:::3) Anvils are offered in only {{L|iron}} or {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
Your top &amp;quot;best buys&amp;quot; for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is &amp;quot;too expensive&amp;quot; is up to you and how badly you need that metal, and how much how fast.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=129830</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=129830"/>
		<updated>2010-10-19T09:00:30Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Order of medicine */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bugs fixed in the current version  ==&lt;br /&gt;
&lt;br /&gt;
Just because it was true a version ago doesn't mean it's true now. Here are some bygone issues of Dwarven Healthcare:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt; People have reported mixed results with bandaging wounds.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|474}}''.&lt;br /&gt;
*&amp;lt;s&amp;gt; Surgery will never complete if the Surgeon cannot lift his patient.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|318}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Patients requiring traction benches will never use them.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.07}} {{bug|1244}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Some wounds may heal before treatment, preventing the surgery job from completing, making your dwarf invalid forever.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.04}} {{bug|168}}''.&lt;br /&gt;
* &amp;lt;s&amp;gt;Traction bench is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''&lt;br /&gt;
* &amp;lt;s&amp;gt;Bone setting is broken.&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1244}}''&lt;br /&gt;
* &amp;lt;s&amp;gt;Wounded dwarves in hospital but not in beds die of thirst&amp;lt;/s&amp;gt; ''Fix listed: {{version|0.31.08}} {{bug|1035}}''&lt;br /&gt;
&lt;br /&gt;
== Rest to death ==&lt;br /&gt;
&lt;br /&gt;
Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydrate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
&lt;br /&gt;
If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
&lt;br /&gt;
:Not sure if this is still an issue. But if it is, a workaround I've used in the past is to deconstruct the bed the Unconscious dwarf is on. This will wake them up and hopefully convince them to go seek food/drink.--[[User:EvilGrin|EvilGrin]] 20:06, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starving to death in the hospital? ==&lt;br /&gt;
&lt;br /&gt;
I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: There was a bug. See &amp;quot;Wounded dwarves in hospital but not in beds die of thirst&amp;quot; at {{Bug:1035}}. The dwarves were dying because without a &amp;quot;Bed&amp;quot; they were not hitting the &amp;quot;Rest&amp;quot; state and the dwarves were never brought food.--[[User:Falldog|Falldog]] 01:42, 8 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Splints, crutches and buckets no longer stored ==&lt;br /&gt;
&lt;br /&gt;
I had a hospital zone with everything stored but plaster. I removed all the containers and took away the hospital zone. Then I made the zone again, put all the containers back. Those three items didn't come back. I replaced the hospital zone and it's still not stocking them again. [[User:Richards|Richards]] 12:16, 13 July 2010 (UTC)&lt;br /&gt;
== Nearby pond/pool of water ==&lt;br /&gt;
&lt;br /&gt;
I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemorrhage bleeds to death.&lt;br /&gt;
&lt;br /&gt;
On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
         Would a well suffice?&lt;br /&gt;
&lt;br /&gt;
::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
&lt;br /&gt;
::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thoughts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::A well works for cleaning patients and giving them water, but if Urist McBonedoctor needs water for plaster casts, he'll stand by the well with an empty bucket and do nothing.  This happened in v0.31.10 at a well inside the hospital and at a well outside the hospital.&lt;br /&gt;
&lt;br /&gt;
:::::My well goes 14 z-levels down, but channeling a single tile to designate pond keeps it filled. It does get contaminated with mud, but no patients have died of infections. Every dwarf in the upper fort still uses it to get clean, and gets a happy bath thought.[[User:Uzu Bash|Uzu Bash]] 13:30, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Traction bench bug? ==&lt;br /&gt;
&lt;br /&gt;
My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: If playing on a Save made prior to .08 remove every traction bench and every table, everywhere on the map. This will remove the medical dwarves from the stalled loop that happens when they are unable to lift a patient and carry him to surgery. As of .08, the surgeons will be able to carry new patients if they are not already stuck in the loop. --[[User:Falldog|Falldog]] 04:28, 21 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
&lt;br /&gt;
what does this mean?&lt;br /&gt;
&lt;br /&gt;
:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if there's none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've seen it happen with dwarves who ''do'' have a valid depot.  As soon as I opened the gates to let the caravan in, they stole everything the hospital needed from the caravan. [[Special:Contributions/64.255.180.66|64.255.180.66]] 02:23, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Surgery bugged? ==&lt;br /&gt;
&lt;br /&gt;
It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
&lt;br /&gt;
My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
&lt;br /&gt;
=='Clean Patient'==&lt;br /&gt;
What labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;br /&gt;
::'need' is such a false word. it's not 'need'-ed. it just helps fight infection, so i'm told. i still havent made any, though :p  nor plan on it. ^-^   and i think it's part of the diagnosis progress, but i've not had much injury of late, and i only have one specialized doctor with all the relative labours enabled, so my guess is as good as anyone's ^-^   i shall change some labours during the next megabeast attack and try to pin it to one of them (or all of them?)--[[User:DJ Devil|DJ Devil]] 02:27, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two dwarves in one bed? ==&lt;br /&gt;
&lt;br /&gt;
I was trying to ignore all the injured dwarves in my fortress for awhile, but it wasn't doing to well for me, so i opened a hospital. then 2 dwarves immediately went (as patients)and started resting in the same bed. what the deuce? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dudemcman|Dudemcman]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: At a loose guess, they both detected the same bed at the same time, and didn't detect each other heading for it. &lt;br /&gt;
: Were the two dwarves married to each other, or romantically involved? 21:37, 2 August 2010 (UTC)&lt;br /&gt;
--[[User:DeMatt|DeMatt]] 19:11, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
&lt;br /&gt;
I had a hospital zone with 10 chests, and my dwarves would not put anything in them- cloth, thread, splints, etc.&lt;br /&gt;
This was because my Chief Medical Dwarf's office overlapped the hospital. Once I deconstructed his office chair, dwarves came to fill the hospital chests with supplies.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:03, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Single hospital versus multiple hospitals ==&lt;br /&gt;
&lt;br /&gt;
So... after I've gotten the hang of actually building a hospital, I've been wondering.  Can multiple dwarves work in the same hospital simultaneously, so you can store all the supplies in one central location?  Or is it better for efficiency to have several small but fully-equipped hospitals, so that each hospital can have a doctor working in it? --[[User:DeMatt|DeMatt]] 19:14, 3 June 2010 (UTC)&lt;br /&gt;
:Well, after watching two dwarves get simultaneously patched up in the same mini-hospital (ignoring the others), I'm fairly sure that multiple hospitals offer no benefit over singletons.  Besides being able to locate them in different spots, that is. --[[User:DeMatt|DeMatt]] 23:46, 6 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Which medical skills affect outcome? ==&lt;br /&gt;
&lt;br /&gt;
Do we know whether skill levels at wound dressing, suturing, surgery, etc. affect the chance of a successful outcome?  The articles on these skills didn't mention.  I think I remember Toady's devlog talking about dabbling surgeons being bad at surgery?  -- [[User:Creidieki|Creidieki]] 15:59, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Whats the deal with rot? ==&lt;br /&gt;
&lt;br /&gt;
In the latest version .10 I've been pretty satisfied with healthcare; seems far more efficient and I even saw a cast get applied once (still won't show up in hospital information though);&lt;br /&gt;
however, my surgeons seem incapable of dealing with rot.  One of my militia commanders has a rotten lower arm from a forgotten beast attack, and every time my accomplished surgeon performs surgery he then &amp;quot;excises rotten tissue&amp;quot;; and when that is completed I can see what was listed as &amp;quot;advanced rot&amp;quot; is now &amp;quot;minor rot&amp;quot;.  However the wounded dwarf then requires another diagnosis and while my surgeon continues surgery the rot advances to moderate then back to advanced.  At which point the surgeon excises rotten tissue and the loops begins anew.  I thought it kinda useful for training up my surgeon, but really wtf is going on?  Looks like I have to wall off another hospital patient so they can die suffering and save my doctors time and all my supplies of soap (they re-clean the patient after every tissue excision).&lt;br /&gt;
&lt;br /&gt;
== How do I get rot off of my adventurer? ==&lt;br /&gt;
The same way you perform surgery on yourself in the real world. You don't. --[[User:TomiTapio|TomiTapio]] 14:18, 5 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do I get my doctor to apply a cast? ==&lt;br /&gt;
If your doctor is stuck trying to fill a bucket with water while applying cast you can use the following workaround.&lt;br /&gt;
# Create a pond zone&lt;br /&gt;
# Allow a dwarf to fill a bucket with water&lt;br /&gt;
# Forbid the filled bucket and remove the pond&lt;br /&gt;
# Claim the bucket&lt;br /&gt;
# Forbid and reclaim the bucket the doctor is using&lt;br /&gt;
&lt;br /&gt;
The doctor should now return the cloth and plaster to a stockpile and restart the apply cast job; this time using the bucket filled with water. Tested in v0.31.12. --[[User:Kaustic|Kaustic]] 13:13, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Slightly different method ===&lt;br /&gt;
&lt;br /&gt;
Almost the same as above.&lt;br /&gt;
&lt;br /&gt;
* Make the pit two tiles deep.&lt;br /&gt;
* Build a well on top of the pit.&lt;br /&gt;
* Make a pump continuously pump 7/7 water from the lower tile of the pit into the upper part of the pit. (waterwheel + pump = perpetual motion) NOTE: not strictly needed, a constant water input and a constant drain will suffice in any way, but that's the easiest one.&lt;br /&gt;
* Once every few minutes, the water level will drop below 7/7 and a dwarf will be assigned to &amp;quot;fill pond&amp;quot; before the water level returns to 7/7. The dwarf will take a bucket of water to the well, and drop it, since the well is already full.&lt;br /&gt;
* IF this bucket is the nearest bucket available to the hospital, the next time the bone doctor requires one, he will take this one.&lt;br /&gt;
* ELSE you will still have to forbid the bone doctor's empty bucket.&lt;br /&gt;
&lt;br /&gt;
Critical points:&lt;br /&gt;
* It is currently unclear what factors in the chance of getting a dwarf to fill the invalid pond. For me it happens once every few minutes, which is not enough when you have many broken dwarves.&lt;br /&gt;
&lt;br /&gt;
== Infection can be healed ==&lt;br /&gt;
Should it be mentioned in the article that infected wounds can actually heal? One of my dwarves had both upper legs broken and smashed open. They became infected short time later. After a quarter year, the infections vanished. --[[User:Blur|Blur]] 21:31, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I too can confirm that I have had a dwarf heal from infected wounds. This dwarf had 2 smashed bones which were cleaned with water then set, and about a month after he got out of bed he was completely healed.&lt;br /&gt;
[[User:UberNube|UberNube]] 13:29, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Forbidden&amp;quot; Bolts not being removed from injured dwarves bodies? ==&lt;br /&gt;
&lt;br /&gt;
OK, please forgive me for asking what may just be a newb question.  I just realized (after 2 game years) that one of my axedwarfs wasn't healing because the bolts that had shot him were never removed because, apparently, they were forbidden thanks to the default forbidding of ammo after it has been shot.  Is this a new phenomenon, or just something I never thought of before... --[[Special:Contributions/98.185.254.172|98.185.254.172]] 00:13, 18 August 2010 (UTC)&lt;br /&gt;
:It was like that in 40d as well.  The typical solution is to go into the dwarf's inventory, and un-forbid the bolt and mark it for Dumping.  Someone should come along to dump the bolt then (assuming you have an active dump zone somewhere, and the refuse labors enabled), which will allow the wound to properly heal.&lt;br /&gt;
&lt;br /&gt;
==Bit too expensive sutures?==&lt;br /&gt;
After a heated battle with a forgotten beast, one of my dwarves got wounded perhaps everywhere in his body. Checking his treatment history, I noticed that the doctors were using ADAMANTITE sutures. I'd rather go for some less-important material, so is there any way to select what kind of sutures are used? --[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
:I think if you put the container with the casts on a stockpile you can view the contents and then dump the adamantine casts. Not a pretty fix but it should work.--[[Special:Contributions/71.59.132.217|71.59.132.217]] 14:55, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== medical officer ==&lt;br /&gt;
&lt;br /&gt;
The chief isn't the only one who can diagnose for treatment, I have two other doctors with diagnosis job enabled, and they seem to screw off less often so they tend to be the ones to do it. It looks like the position only enables the health overview in z-menus. [[User:Uzu Bash|Uzu Bash]] 03:21, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Order of medicine ==&lt;br /&gt;
&lt;br /&gt;
I've finally had my first injury in DF2010, after about 5 years: a broken foot, and a broken rib. The diagnosis set up requirements for suture, bone setting, wound dressing and immobilization, so I made sure all the appropriate doctors were on call for the job.&lt;br /&gt;
&lt;br /&gt;
It appears that the jobs are scheduled strictly in the order they appear in the {{l|health screen}}, from left to right: suture, then bone-setting, then wound dressing (twice), then the plaster cast. Now that all those jobs are done, I guess someone will eventually get around to addressing the infection that set in during all that. Jobs to give water and food were interspersed as needed, and I suspect the medical jobs were deferred at those times.&lt;br /&gt;
&lt;br /&gt;
If others can confirm this strict order, I think it'd be useful info for the article. [[User:Hv|Hv]] 09:00, 19 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meeting&amp;diff=129786</id>
		<title>v0.31 Talk:Meeting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meeting&amp;diff=129786"/>
		<updated>2010-10-18T09:22:14Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Long meeting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does drafting + undrafting still snap dwarves out? I haven't even noticed any go into it. Maybe the bug is fixed? [[User:Dree12|Dree12]] 22:55, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long meeting ==&lt;br /&gt;
&lt;br /&gt;
A dwarf was &amp;quot;very unhappy&amp;quot;, and found his way to a meeting with the mayor. He's now &amp;quot;content&amp;quot;, but the meeting is still going on: it has been over a month now, possibly 2. Is this normal, or possibly a bug?&lt;br /&gt;
&lt;br /&gt;
Both dwarf and mayor are in the military, and as far as I know they've both been in the training barracks all this time: I haven't noticed either breaking to eat, drink or sleep. Now the dwarven liaison is here, I'm hoping they'll finish soon. [[User:Hv|Hv]] 15:40, 17 October 2010 (UTC)&lt;br /&gt;
:Ah well, right after I posted this the season changed and they broke it up. [[User:Hv|Hv]] 16:08, 17 October 2010 (UTC)&lt;br /&gt;
:.. and now the same dwarf was &amp;quot;unable to find somebody in charge to cry on lately&amp;quot;. [[User:Hv|Hv]] 09:22, 18 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meeting&amp;diff=129752</id>
		<title>v0.31 Talk:Meeting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meeting&amp;diff=129752"/>
		<updated>2010-10-17T16:08:03Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Long meeting */ nvm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does drafting + undrafting still snap dwarves out? I haven't even noticed any go into it. Maybe the bug is fixed? [[User:Dree12|Dree12]] 22:55, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long meeting ==&lt;br /&gt;
&lt;br /&gt;
A dwarf was &amp;quot;very unhappy&amp;quot;, and found his way to a meeting with the mayor. He's now &amp;quot;content&amp;quot;, but the meeting is still going on: it has been over a month now, possibly 2. Is this normal, or possibly a bug?&lt;br /&gt;
&lt;br /&gt;
Both dwarf and mayor are in the military, and as far as I know they've both been in the training barracks all this time: I haven't noticed either breaking to eat, drink or sleep. Now the dwarven liaison is here, I'm hoping they'll finish soon. [[User:Hv|Hv]] 15:40, 17 October 2010 (UTC)&lt;br /&gt;
:Ah well, right after I posted this the season changed and they broke it up. [[User:Hv|Hv]] 16:08, 17 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meeting&amp;diff=129749</id>
		<title>v0.31 Talk:Meeting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Meeting&amp;diff=129749"/>
		<updated>2010-10-17T15:40:53Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Long meeting */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does drafting + undrafting still snap dwarves out? I haven't even noticed any go into it. Maybe the bug is fixed? [[User:Dree12|Dree12]] 22:55, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Long meeting ==&lt;br /&gt;
&lt;br /&gt;
A dwarf was &amp;quot;very unhappy&amp;quot;, and found his way to a meeting with the mayor. He's now &amp;quot;content&amp;quot;, but the meeting is still going on: it has been over a month now, possibly 2. Is this normal, or possibly a bug?&lt;br /&gt;
&lt;br /&gt;
Both dwarf and mayor are in the military, and as far as I know they've both been in the training barracks all this time: I haven't noticed either breaking to eat, drink or sleep. Now the dwarven liaison is here, I'm hoping they'll finish soon. [[User:Hv|Hv]] 15:40, 17 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Template_talk:Nobles&amp;diff=129437</id>
		<title>Template talk:Nobles</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Template_talk:Nobles&amp;diff=129437"/>
		<updated>2010-10-14T10:09:10Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* (Expedition) Leader */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If no one has any complaint with this, I'm going to add the rest of the nobles and paste it on the bottom of all their pages. [[User:GiantTiger11|GiantTiger11]] 00:54, 16 April 2010 (UTC)&lt;br /&gt;
:It's clearly missing a lot of entries but it's looking good for now. --[[User:Retro|Retro]] 01:01, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Military Nobles and Noble Nobles==&lt;br /&gt;
Can someone split this so it shows Noble Nobles(Baron, Count, Duke, Monarch), Military Nobles(General, Captain, etc) and Managerial Nobles(Mayor, Broker, etc) in a nice clean way, I'll add all the nobles, just make them look nice etc [[User:Numeral|Numeral]] 10:45, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
  The Grim Sleeper: Folds arms and nods. *poof*&lt;br /&gt;
&lt;br /&gt;
== (Expedition) Leader ==&lt;br /&gt;
&lt;br /&gt;
I'm nervous about editing this template myself, but I think &amp;lt;nowiki&amp;gt;{{L|Leader}}&amp;lt;/nowiki&amp;gt; should be &amp;lt;nowiki&amp;gt;{{L|Expedition Leader}}&amp;lt;/nowiki&amp;gt;: [[DF2010:Leader]] links to the wrong thing, whereas [[40d:Expedition Leader]] will redirect to the right place. [[User:Hv|Hv]] 10:09, 14 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=129124</id>
		<title>v0.31 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=129124"/>
		<updated>2010-10-11T08:14:42Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Military thoughts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of Thoughts==&lt;br /&gt;
 As of [[DF2010]], some negative thoughts make the dwarf work much more slowly.  The dwarf will&lt;br /&gt;
 continue to work for a time, presumably until the negative thought becomes unbearable, and &lt;br /&gt;
 then will go attempt to resolve the thought by eating, sleeping, drinking, or some other action.&lt;br /&gt;
Um... no. The thoughts do not cause the dwarf to slow down - the thoughts are a result of the pre-existing [[40d:Status icons|status]], which is what both slows them down and causes the thought.  That is, they get hungry or tired or whatever, and then they both slow down and have the bad thought about the cause.  This is like saying that if a dwarf has a bad thought about losing their foot to magma, the bad thought is what burned their foot off.--[[User:Albedo|Albedo]] 20:22, 6 April 2010 (UTC)&lt;br /&gt;
:Hmm. I was just going by observation... I hadn't even seen this string dump business. I saw there was no new article, and sought to get one started. Also, why not fix the mistake instead of making nice big comments detailing the error on the talk pages for both me and the article? [[User:Garanis|Garanis]] 21:07, 6 April 2010 (UTC)&lt;br /&gt;
:Also, there are some ''very strange'' unhappy thoughts in that string dump. Gems such as: &amp;quot;has been attacked by a dead and still annoying acquaintance lately&amp;quot; and &amp;quot;had a terrifying nightmare about an army of the dead.&amp;quot; I've never seen these, even in some terrifying fortresses. I don't think theres an reason to include everything in the string dump in these lists.[[User:Garanis|Garanis]] 21:20, 6 April 2010 (UTC)&lt;br /&gt;
::&amp;quot;By observation&amp;quot; is not a recommended nor perfectly reliable approach, especially not without independent confirmation.  Adding &amp;quot;something&amp;quot; to a blank page is, actually, ''not'' better than if it's flawed and misleading, not for the newbie who's relying on it for their information.  And I did fix it - I deleted it. And just now I fixed what you put in its place. &amp;lt;br /&amp;gt;As for unusual thoughts, the wiki doesn't care so much what one individual has or hasn't seen, it only cares about what is useful to the community - and that's up to the users. I was just tossing it out as a suggestion.  (And how many &amp;quot;terrifying fortresses&amp;quot; have you had so far in the new version? nm - rhetorical question - but one that leads us back to &amp;quot;independent confirmation&amp;quot;, or the lack of it.) --[[User:Albedo|Albedo]] 21:35, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Regardless of the semantic issues, the way dwarves handle thirst, hunger, and fatigue has changed. Unlike 40d, dwarves now wait to fulfill their needs. This fact should be represented somewhere. Maybe [[Thought]] isn't the best place for it. Should I wait for someone to independently verify that dwarves need food before I go start that article? Where is the best place to ask for independent verification?[[User:Garanis|Garanis]] 21:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well I do remember something in the dev plans about bringing back the old zombie attacks from the 2D version, I think that will be part of whatever he has planned, and that first thought was hilarious [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
One of the Happy Thoughts is &amp;quot;took someone to bed recently&amp;quot;? Surely this is a reference to carrying out healthcare duties and not truly as scandalous the article currently suggests. Should we amend?&lt;br /&gt;
&lt;br /&gt;
There are much more thoughts than those in that list. We should make that list bigger. --[[User:Niggy|Niggy]] 19:47, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Personal Hygiene==&lt;br /&gt;
I've also noticed the positive thought &amp;quot;had a nice bath recently&amp;quot;, but I'm not sure where the dwarf could have possibly had it. Perhaps at my pond? Definitively not ''in'' the pond, there is no ramp or stairs in it.--[[User:Doub|Doub]] 08:14, 1 May 2010 (UTC)&lt;br /&gt;
:Outdoor ponds are definitely good for this (I've seen dwarfs do it), not sure about brooks or rivers w/o ramps. Further investigation required. I'm also not sure whether the dwarf needs to be able to physically get into the pond to take a bath.--[[User:Nimblewright|Nimblewright]] 11:36, 24 May 2010 (UTC)&lt;br /&gt;
::Maybe it used Soap?--[[Special:Contributions/186.124.211.173|186.124.211.173]] 22:00, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Filling in the blank spaces ===&lt;br /&gt;
* &amp;quot;Was upset that a criminal could not be properly punished&amp;quot;: A noble's mandate was not met, but the offender was able to avoid punishment&lt;br /&gt;
* &amp;quot;Was irritated at having to haul somebody to bed lately&amp;quot;: Dwarf doing the hauling has the trait &amp;quot;Doesn't like helping others&amp;quot;&lt;br /&gt;
* &amp;quot;Was irritated at having to give somebody (food/water) lately&amp;quot;: Dwarf doing the hauling has the trait &amp;quot;Doesn't like helping others&amp;quot;&lt;br /&gt;
&lt;br /&gt;
21:50, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Complained about the draft lately.&amp;quot; ??  I see this in early forts a lot, even if I have doors in place. Related to a dwarf who doesn't like it having to go outside but not being cave adapted yet?  [[Special:Contributions/173.65.198.35|173.65.198.35]]&lt;br /&gt;
:In this case, &amp;quot;draft&amp;quot; refers to [http://en.wikipedia.org/wiki/Draft_%28conscription%29 conscription] into the military. --[[User:Quietust|Quietust]] 22:58, 6 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
tired of drinking the same old booze lately  why???&lt;br /&gt;
&lt;br /&gt;
recieved water today -- I'm not sure if this happens every time.&lt;br /&gt;
&lt;br /&gt;
also, does a dorm not count for the beds within for not sleeping in a bedroom?&lt;br /&gt;
&lt;br /&gt;
==Miscarriages Caused By Moods?==&lt;br /&gt;
In a recent fortress(one which has already crumbled), a melancholic female dwarf had the 'had a miscarriage recently' thought. I do not believe she was in the military, and even so the military had seen no greater threats than the occasional kobold. I believe this means that moods can cause miscarriages, or at least merits investigation. [[User:Calite|Calite]] 01:27, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military thoughts ==&lt;br /&gt;
&lt;br /&gt;
Two unhappy thoughts I currently have that are not in the list:&lt;br /&gt;
&lt;br /&gt;
*Was grumbling about long patrol duty lately&lt;br /&gt;
*:My one-squad military is on a continuous training cycle, requiring 7 of 10 dwarves at all times (but they've seen no action yet). I guess this can be brought on by being required to serve 2 months in succession, since 5 or 6 of the 10 are complaining, but I don't know what else might modify it.&lt;br /&gt;
&lt;br /&gt;
*Has complained about the draft lately&lt;br /&gt;
*:Just one of the 10 has complained, no idea what makes him so special - maybe in part that he has a non-military skill higher than any of his military skills?&lt;br /&gt;
&lt;br /&gt;
What quality criteria must be met to include these in the list? [[User:Hv|Hv]] 08:14, 11 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fisherman&amp;diff=129008</id>
		<title>Fisherman</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fisherman&amp;diff=129008"/>
		<updated>2010-10-08T23:49:33Z</updated>

		<summary type="html">&lt;p&gt;Hv: the skill is called fisherman on embark screen, redirect to fisherdwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Fisherdwarf]]&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=128722</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=128722"/>
		<updated>2010-10-04T12:37:51Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* No longer enraged */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've found all the forgotten beasts I've found so far have been pretty easy to take down. Heavily armoured dwarfs helps a lot here - with how overpowered armour is currently, the forgotten beasts cheerfully mince my civilians but die to raw recruits. Which is amusing. My two least experienced soldiers are the ones with forgotten beast kills. &lt;br /&gt;
ADVICE: Use edged weapons. Against unarmoured targets these are lethal.--[[User:Nimblewright|Nimblewright]] 19:24, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
Fire eh? don't wrestle it. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
I've also found indestructible forgotten beasts, guessing it's a bug. I had one where every single part of its body was considered both broken and smashed open, but it kept hitting back for probably 20 minutes before I finally forcequit the game. It had a single 'body' section instead of the traditional upper and lower halves, and it lacked arms/legs/heads to disable its attacks so that might have resulted in it being effectively impossible to cause true damage to.[[Special:Contributions/97.90.193.201|97.90.193.201]] 10:24, 9 April 2010 (UTC)&lt;br /&gt;
:Just had one of those today, it was made of salt apparently. Also had two tails, which my Axe Lords chopped off quickly. However, they spent about 10 mins hacking at it to no effect. The 'body' section was red, but it kept bumping my dwarves to death. Lost about half my force before I gave up. Decided to seal the cavern to prevent it from destroying the rest of my fortress.--[[Special:Contributions/67.163.255.238|67.163.255.238]] 22:17, 17 April 2010 (UTC)&lt;br /&gt;
::Had one of those indestructible titans today as well.  Just a shell and a body, made out of mud, evidently.  On the upside, it kept my goblin seigers occupied for 3 months (until they got bored and left), more than enough time to build a collapsible pit trap and drop it in a hole.  Now, if I can get my dwarfs to stop freaking out within 20 tiles of it, I can hopefully seal it up and call it a day. --[[Special:Contributions/98.185.244.59|98.185.244.59]] 23:09, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had an Indestructible forgotten beast myself. This one was made of mud... Mud with wings. It excreted a paralysing vapour. I had 2 legendary swordsdwarves and 2 legendary axedwarves hacking it for some time. It only had one body piece besides the wings. It just wouldnt die. Glob quit are me. A previous fortress found a mauve crab that breathed fire. Gotta love the random gen. &lt;br /&gt;
:I ran into a similar one; it was just a blob of snow with a pair of wings.  I think it got bored or something, because after awhile it disappeared from the units list.  Can Forgotten Beasts wander off the edge of the map and disappear like any other creature? --[[User:JonTheRed|JonTheRed]] 16:39, 26 June 2010 (UTC)&lt;br /&gt;
::More likely it just wandered to undiscovered part of caverns. Don't worry, when you'll show some activity at that cavern, it'll come back, hehe... Web collectors are perfect for that. =) [[User:Peregarrett|Peregarrett]] 06:33, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got two beast wandering at the caverns. First one was made of vomit, and first thing it did when appeared - ran to the bunch of batmen - 5 blowgunners and an elite wrestler. It was funny to watch them. Batmen (i think it was wrestler's work) injured '''all''' beast's body parts to red condition, all limbs were broke open. But somehow the beast killed all of them. Now it wanders at the darkness, all broken and unhappy. That's good that cavern is isolated from our domain&amp;lt;br /&amp;gt;&lt;br /&gt;
Second one passed cage traps and destroyed hatch hover that was closing the passage down to the caverns. I hardly had time to build a floor above the stairs closely to the fortress itself. Pheeewww... --[[User:Peregarrett|Peregarrett]] 14:17, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a beast in my caverns. I tried to attack it with several full armored soldiers, it minced them apart. I reloaded, sealed the cave and it got killed by a miserable snakeman naked and armed with a wooden spear and a blowgun... --[[Special:Contributions/79.3.172.1|79.3.172.1]] 09:30, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Few days ago I generated a world, started up adventure mode and chose forgotten beast as race.. The game immediately crashed and I restarted it and decided to play DF instead (with the genned world), chose Play Now, and now for some reason all my units are forgotten beasts xD&lt;br /&gt;
The screen is being spammed with &amp;quot;Urist McForgottenBeast, peasant cancels Pickup equipment: Too injured&amp;quot; probably because they don't have any arms..&lt;br /&gt;
Hilarious but can't do anything with them xD &lt;br /&gt;
I haven't reported it to bugtracker though.. --[[Special:Contributions/84.245.25.61|84.245.25.61]] 20:46, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma/Drowning Immune==&lt;br /&gt;
Beware, I got one today that was immune to both magma and drowning. Or rather, drowning in magma. Oddly enough, the beast was 'composed of snow.' Weird. [[User:Garanis|Garanis]] 05:16, 12 April 2010 (UTC)&lt;br /&gt;
:There are some circumstances making creatures quite immune.&lt;br /&gt;
:A [[blizzard man]] for example will be hurt by magma, fire and dragonfire, (skin and fat will be destroyed) but will not die. I think it has something to do with its temperature. --[[User:Kami|Kami]] 14:46, 20 April 2010 (UTC)&lt;br /&gt;
:I had one made of snow - dispatched it quite easily with 'training swords'. Snow is weak to severs, apparently.--[[User:Zombiejustice|Zombiejustice]] 14:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worldgen parameter ==&lt;br /&gt;
&lt;br /&gt;
The article says that there's a worldgen parameter that changes the number of forgotten beasts.  Is this one of the cave-related options?  Changing &amp;quot;Titan number&amp;quot; and &amp;quot;Number of Demon Types&amp;quot; to zero didn't get rid of Forgotten Beasts; is this a bug? -- [[Special:Contributions/141.154.159.229|141.154.159.229]] 16:34, 21 April 2010 (UTC)&lt;br /&gt;
: I guess it's the number of mountain caves for outdoor titans and megabeasts. Read the &amp;quot;exported&amp;quot; regionXX-world_sites_and_pops.txt.  --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Common properties ==&lt;br /&gt;
&lt;br /&gt;
It's possible to extract the raws for all of the forgotten beasts, titans, and demons out of the &amp;quot;world&amp;quot; file for the region. I've written a short PHP script which seems to work reasonably well on uncompressed regions with no active saves - see my user page. --[[User:Quietust|Quietust]] 21:24, 23 April 2010 (UTC)&lt;br /&gt;
:Based on a sample size of 75 forgotten beasts (extracted from a single world), forgotten beasts appear to all have the following properties:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
Either [BIOME:SUBTERRANEAN_CHASM] or [BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:Given these properties, it would appear to be utterly impossible to capture one in a cage (as was possible in 40d with frog demons and tentacle demons by using cave-in dust to knock them unconscious). --[[User:Quietust|Quietust]] 19:38, 26 April 2010 (UTC)&lt;br /&gt;
::If that are the raws of forgotten beasts, there is a [GENERATED] tag. Does that mean.... I can make a species with that tag? ''Niggy grins evil'' EDIT: Nope does not work :/ the [GENERATED] tag doesn't do anything.  --[[User:Niggy|Niggy]] 18:01, 14 June 2010 (UTC)&lt;br /&gt;
:::It's just silly that vanilla megabeasts can be cagetrapped. --[[User:TomiTapio|TomiTapio]] 20:59, 15 July 2010 (UTC)&lt;br /&gt;
::::I had one stand on a cage trap in order to destroy the workshop right next to the cage trap.  The trap was never triggered.  I took it out with marksdwarves. (I had heard a rumor that cage traps would capture them, but I had also heard that they don't trigger traps.  Had to see for myself.) -[[User:Greycat|Greycat]] 23:06, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to either mod or edit the properties of Forgotten Beasts (eg, adding new types or new qualities) in the raws, or is it hard-coded into the game?&lt;br /&gt;
--[[Special:Contributions/121.44.11.37|121.44.11.37]] 06:22, 2 May 2010 (UTC)&lt;br /&gt;
:Actually, no. But it would be awesome to give forgotten beasts genders and making them able to cage and tameable. God, now I want to make a giant snail with huge wings that fizzles that spits poison farm. --[[User:Niggy|Niggy]] 20:15, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fire beast in water ==&lt;br /&gt;
&lt;br /&gt;
I think a similar beast is already brought up on this page, but I got a fire beast to appear in my underground lake. It came from off of the explored part of the lake, and immediately began converting it to steam. I'd love to know if it was destroying water off-screen (but I sadly did not know to check for changing water levels.) It would be interesting to see if DF treats off-screen stuff like this differently. I left my beast for a while and when I came back I found him stuck in a dry section, with trees blocking the water from getting in, and the beast from getting out. My theory is that he swam over one of the trees, and then got rid of the water on the trees, trapping himself between them. Can creatures swim over trees that grow under water-filled squares?&lt;br /&gt;
&lt;br /&gt;
EDIT: Just looked at my beast, and it turns out he has wings. Also, I forgot to do this:--[[User:Peglegpenguin|Peglegpenguin]] 21:46, 24 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No longer enraged ==&lt;br /&gt;
&lt;br /&gt;
I just got the message &amp;quot;Thefin Tomoicmi, Forgotten Beast is no longer enraged.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I confess I hadn't released that it previously ''was'' enraged: it spawned a couple of years ago in the cavern I'd stumbled upon and then closed up, and it has been stomping around there ever since. I just assumed stomping was its thing.&lt;br /&gt;
&lt;br /&gt;
So what does it mean? Has Thefin been trying desperately to find a way to my dwarves all this time, and now has calmed down enough that it will no longer bother? Do all FBs start off enraged, and then calm down later? [[User:Hv|Hv]] 12:37, 4 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jeweler%27s_workshop&amp;diff=128551</id>
		<title>v0.31 Talk:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jeweler%27s_workshop&amp;diff=128551"/>
		<updated>2010-10-01T15:35:16Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Managing two jewellers */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Order of gems in the shop ==&lt;br /&gt;
I've added a paragraph about order of gems in the shop. From what I've tested it seems they are always ordered from least valuable to most valuable. But as it goes with DF there might be some other condition, so please, someone confirm this. Also, glass always seem to appear at the end.&lt;br /&gt;
&lt;br /&gt;
I've also included a little about gem setter training, which is a duplicate from [[DF2010:Gem setter]], altho the wording is different. I've included a link to the gem setter page for further info. I think it's on-topic when talking about gem value, and it's only one sentece so it shouldn't hurt that much (in terms of redundancy). [[User:Fuco|Fuco]] 21:34, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Managing two jewellers ==&lt;br /&gt;
&lt;br /&gt;
I would like to set up my two jewellers (one a cutting expert, the other a setting expert) each with their own workshop. Is there any way to arrange things so that the [[Manager]] will distribute all the &amp;quot;cut gem&amp;quot; jobs to one workshop, and all the &amp;quot;encrust&amp;quot; jobs to the other? [[User:Hv|Hv]] 15:35, 1 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=128225</id>
		<title>v0.31 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=128225"/>
		<updated>2010-09-26T00:03:19Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* How to train? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trainable Animals in 2010 ==&lt;br /&gt;
I´m playing a bit with the newest version at the moment and just got the happy announcement, that my animal trainer trained a &amp;quot;war leopard&amp;quot; (much to my surprise). So I was curious and searched all the creature files for trainable animals and it seems like the amount of potential war/hunting animals has increased greatly in 2010. The animals I found are:&lt;br /&gt;
&lt;br /&gt;
- [[Dog]] (duh...) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Leopard]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Lion]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Tiger]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Jaguar]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Cheetah]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Mandrill]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Gorilla]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Grizzly bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Polar bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant eagle]] (!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Elephant]] (!!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant bat]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant cave swallow]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Dragon]] (!!!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I guess this is already common knowledge but I just wanted to list them here for general convenience. Maybe we shall also include this in the article. ~ [[User:Felcis|Felcis]] 08:26, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to train? ==&lt;br /&gt;
&lt;br /&gt;
I have a [[cage]] with [[dog]]s in the same area as my [[kennels]]. Requesting that an animal be trained as a war dog, however, gave me the message &amp;quot;[[Animal trainer|Urist McTrainer]] cancels Train War Animal: No creature&amp;quot;. I believe Urist had been looking for the (appropriate) animal for some time, and at the point she gave up she was a country mile away from the kennels.&lt;br /&gt;
&lt;br /&gt;
So: how does the trainer decide which animal will be trained? And where does she then look for the animal? Is it possible to specify which animal should be trained (and if so, how)? I'm guessing that cage where all the barking is coming from is one place she ''doesn't'' look ... [[User:Hv|Hv]] 20:24, 25 September 2010 (UTC)&lt;br /&gt;
:It selects the animal to be trained from the list of unrestrained, uncaged trainable animals. The only way to specify which animal is to be trained is to tie up, cage, or otherwise prevent all other untrainable animals from getting to the kennels. In order to get rid of that message, you have to take all the dogs you want to train out of their cages. --[[User:Eurytus|Eurytus]] 21:34, 25 September 2010 (UTC)&lt;br /&gt;
::Thanks for the info. I've added a note to that effect in the article. [[User:Hv|Hv]] 00:03, 26 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=128221</id>
		<title>v0.31:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=128221"/>
		<updated>2010-09-25T22:56:06Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Notes */ s/untrainable/trainable/, and some rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:12, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train {{L|dog|war animal}}&lt;br /&gt;
* Train {{L|dog|hunting animal}}&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = {{L|Kennel}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' {{L|labor}}. An animal trainer works at {{l|kennel}}, taming certain animals and turning some {{l|tame animals}} into war or hunting animals.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the {{L|Creature token#P|[PET_EXOTIC]}} tag in their {{L|raw file}}) require a {{L|Dungeon master}} in the fortress to allow animal trainers to train them.&lt;br /&gt;
&lt;br /&gt;
The animal to be trained is selected randomly from the list of unrestrained, uncaged, trainable animals. The only way to choose which animal gets trained is by ensuring no other trainable animal can get to the kennels, eg by tying them up or caging them.&lt;br /&gt;
&lt;br /&gt;
== Trainable Animals  ==&lt;br /&gt;
&lt;br /&gt;
- {{L|Dog}}  &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Leopard}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Lion}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Tiger}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Jaguar}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Cheetah}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Mandrill}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Gorilla}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Grizzly bear}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Polar bear}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Giant eagle}}  &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Elephant}}  &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Giant bat}} (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Giant cave swallow}} (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Dragon}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=128220</id>
		<title>v0.31:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Animal_trainer&amp;diff=128220"/>
		<updated>2010-09-25T22:52:56Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Notes */ how to specify which animal is to be trained&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:12, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train {{L|dog|war animal}}&lt;br /&gt;
* Train {{L|dog|hunting animal}}&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = {{L|Kennel}}&lt;br /&gt;
| attributes =&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' {{L|labor}}. An animal trainer works at {{l|kennel}}, taming certain animals and turning some {{l|tame animals}} into war or hunting animals.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
While the kennel's menu only offers the option 'train a war dog', in fact a wide range of animals can be trained. Also note that the queued task indeed is named 'train war animal'. The same goes for 'train a hunting dog'. Also, many exotic animals (signified by the {{L|Creature token#P|[PET_EXOTIC]}} tag in their {{L|raw file}}) require a {{L|Dungeon master}} in the fortress to allow animal trainers to train them.&lt;br /&gt;
&lt;br /&gt;
The animal to be trained is selected randomly from the list of unrestrained, uncaged trainable animals. The only way to specify which animal is to be trained is to tie up, cage, or otherwise prevent all other untrainable animals from getting to the kennels.&lt;br /&gt;
&lt;br /&gt;
== Trainable Animals  ==&lt;br /&gt;
&lt;br /&gt;
- {{L|Dog}}  &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Leopard}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Lion}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Tiger}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Jaguar}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Cheetah}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Mandrill}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Gorilla}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Grizzly bear}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Polar bear}} &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Giant eagle}}  &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Elephant}}  &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Giant bat}} (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Giant cave swallow}} (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- {{L|Dragon}} &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=128209</id>
		<title>v0.31 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Animal_trainer&amp;diff=128209"/>
		<updated>2010-09-25T20:24:24Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* How to train? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Trainable Animals in 2010 ==&lt;br /&gt;
I´m playing a bit with the newest version at the moment and just got the happy announcement, that my animal trainer trained a &amp;quot;war leopard&amp;quot; (much to my surprise). So I was curious and searched all the creature files for trainable animals and it seems like the amount of potential war/hunting animals has increased greatly in 2010. The animals I found are:&lt;br /&gt;
&lt;br /&gt;
- [[Dog]] (duh...) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Leopard]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Lion]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Tiger]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Jaguar]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Cheetah]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Mandrill]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Gorilla]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Grizzly bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Polar bear]] &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant eagle]] (!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Elephant]] (!!) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant bat]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Giant cave swallow]] (hunting only) &amp;lt;br&amp;gt;&lt;br /&gt;
- [[Dragon]] (!!!) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I guess this is already common knowledge but I just wanted to list them here for general convenience. Maybe we shall also include this in the article. ~ [[User:Felcis|Felcis]] 08:26, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to train? ==&lt;br /&gt;
&lt;br /&gt;
I have a [[cage]] with [[dog]]s in the same area as my [[kennels]]. Requesting that an animal be trained as a war dog, however, gave me the message &amp;quot;[[Animal trainer|Urist McTrainer]] cancels Train War Animal: No creature&amp;quot;. I believe Urist had been looking for the (appropriate) animal for some time, and at the point she gave up she was a country mile away from the kennels.&lt;br /&gt;
&lt;br /&gt;
So: how does the trainer decide which animal will be trained? And where does she then look for the animal? Is it possible to specify which animal should be trained (and if so, how)? I'm guessing that cage where all the barking is coming from is one place she ''doesn't'' look ... [[User:Hv|Hv]] 20:24, 25 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=127985</id>
		<title>v0.31:Wall</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Wall&amp;diff=127985"/>
		<updated>2010-09-23T12:29:45Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Construction */ build wall requires a mason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''wall''' is a either a {{L|map tile}} or a {{L|construction}} that blocks access to {{L|creatures}}. The appearance of a constructed wall is similar to that of a {{L|smooth}}ed natural wall but it works the same as any filled tile composed of mountain rock, {{L|clay}} or {{L|soil}}. Walls either occur naturally (e.g. a Rough-hewn Andesite Wall), or can be constructed. With constructed walls it is possible to create multi-level {{L|building}}s such as {{L|tower}}s complete with roofs by creating {{L|floor}}s on the layer above. A wall fills the tile it is in and creates a walkable space above it.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
As explained on the {{L|digging}} page, naturally occurring walls can be dug out using the {{Key|d}}esignations {{Key|d}}ig command, or c{{Key|h}}annel command.  These tasks are carried out by dwarves with the {{L|mining}} labor activated.&lt;br /&gt;
&lt;br /&gt;
Natural walls can be designated for {{K|s}}moothing and {{K|e}}ngraving to improve the appearance and value of the wall.  These tasks are carried out by dwarves with the {{L|stone detailing}} labor activated.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Walls can be built ''en masse''. To do this, use the {{K|b}}uild -&amp;gt; {{K|C}}onstruction -&amp;gt; {{K|w}}all command. The keys {{K|u}},{{K|m}},{{K|k}} and {{K|h}} are used to change size. Walls may be built on any square which does not already contain a structure, provided your dwarves can reach an adjacent square. Diagonals can neither be built from, nor will they support constructions. Building a wall requires a [[Mason]].&lt;br /&gt;
&lt;br /&gt;
The important thing to remember is that all walls, floors and anything built with the {{K|b}}-{{K|C}} keys are LIFO - &amp;quot;Last In, First Out&amp;quot;. That means that the very last designation you make will be the very first thing your masons will work on next! Once you master this concept, it can be used to your advantage, but only if you can plan ahead.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor. &lt;br /&gt;
&lt;br /&gt;
Constructed walls cannot be engraved, but can be carved into {{L|fortification}}s ({{K|d}}esignate - c{{K|a}}rve fortifications). They will block movement, but not {{L|liquid}}s or small objects such as {{L|bolt}}s. &lt;br /&gt;
&lt;br /&gt;
Normal walls are considered 'rough'. By using {{L|stone}}, {{L|wood}}, {{L|metal}}, or {{L|glass}} {{L|block}}s, higher quality constructions can be built with increased value.  This can be particularly important when trying to maximize the value of a {{L|noble|}}'s {{L|room}}.&lt;br /&gt;
&lt;br /&gt;
== Removing Walls ==&lt;br /&gt;
&lt;br /&gt;
To remove a wall, open the {{Key|d}}esignations menu and select {{Key|n}} Remove Construction. This task will be carried out by any unoccupied dwarf, including {{L|children}} and {{L|noble}}s.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|How do I construct a wall from a particular direction}}?&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=58098</id>
		<title>40d Talk:Meat industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Meat_industry&amp;diff=58098"/>
		<updated>2009-11-12T00:31:13Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Slaughtering freshly tamed animals */ new section&lt;/p&gt;
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&lt;div&gt;==Contact for breeding==&lt;br /&gt;
Removed the verify for livestock breeding without being in contact; I've personally witnessed a female camel and a female horse locked deep inside my fortress get telepathically impregnated by outside animals. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Drawfirons|Drawfirons]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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: Telepathically impregnated by ''wild'' outside animals? It's not part of the original question, but it sounds like that's what you're saying. --[[User:RomeoFalling|RomeoFalling]] 20:18, 8 November 2008 (EST)&lt;br /&gt;
::I had only a female horse, and it had a baby.  It is still early, but it may have been from the wild outside horses, or she may have started pregnant.--[[User:Zchris13|Zchris13]] 14:06, 3 March 2009 (EST)&lt;br /&gt;
::I too had this happen but with a Muskox. For a second I was worried I had a case of Muskox jesus on my hands.--[[User:Toloran|Toloran]] 05:12, 31 March 2009 (UTC)&lt;br /&gt;
:::From what I recall, the RNG takes a roll for each pair of tame animals are each year, and from there extrapolates the chance of impregnation. I don't believe it takes into factor if the animals are caged or not. Furthermore, any new animal additions will alternate between male and female. For instance if you have an even number of males and females, and you give birth to 3 young, it will alternate, boy/girl/boy. I can also verify that animals do breed while caged. Updating the wiki accordingly. [[Media:Puppies.png]] [[User:Schm0|Schm0]] 01:21, 14 April 2009 (UTC)&lt;br /&gt;
::::Regarding breeding caged animals: Are the young born into the cage, or set free? --[[User:AndyKorth|AndyKorth]] 03:56, 28 April 2009 (UTC)&lt;br /&gt;
:::::Free.  I typically find them outside the cage milling around.--[[User:Kwieland|Kwieland]] 13:20, 28 April 2009 (UTC)&lt;br /&gt;
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==Non-renewable resource==&lt;br /&gt;
I feel it should be mentioned somewhere that both hunting and livestock are non-renewable without some luck as to what animals are brought as pets with immigrants.  Tame animals (those that are not pets) seem to be considered 'wild' in that they obey the limits set forth in the raw file for the number that will be 'spawned' (or born, if you will) before hitting a max.  Basically, unnamed animals will eventually stop breeding, and only those pets with names will continue to breed.  Hence why [[catsplosion]] is so bad, and why it doesn't happen with any other animals. Barring the ability to assign other animals to dwarves (and hence, give them names) I don't think meat is a very viable industry in the long term. --Gotthard 18:44, 9 November 2008 (EST)&lt;br /&gt;
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:I've seen one player claim that wild animals can be hunted to extinction.  I haven't seen that myself.  Barring that, hunting is renewable, albeit limited.--[[User:Maximus|Maximus]] 21:06, 9 November 2008 (EST)&lt;br /&gt;
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:: Are you saying there's a cap on live+deceased animals? If livestock doesn't need to cross paths in order to impregnate, then the meat industry is perfectly viable, although there may be some framerate issues if you choose to do more than one type of livestock -- just list one bull and eight cows  as available for adoption. As for the extinction thing, are you sure he wasn't talking about the Cancel Hunt messages that say something like &amp;quot;There are no animals in the swamps&amp;quot; or somesuch? --[[User:RomeoFalling|RomeoFalling]] 23:09, 9 November 2008 (EST)&lt;br /&gt;
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:::I have no idea what the &amp;quot;extinct animals&amp;quot; poster had experienced.  I have my doubts about the claim, but can't rule out that it happened, at least to him.&lt;br /&gt;
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:::There ''is'' a population cap on animals (per-species).  It used to be 80, I believe, but it seems more like 50 these days.  I haven't formally tested it, but my suspicion is that once you hit that population cap, breeding for that species ceases permanently, even if their count falls below the cap again.  If that's true, then animal breeding is a finite resource, unless you cull their numbers carefully to keep them under the limit at all times.&lt;br /&gt;
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:::I'm presently setting up a mega-corral, so I'll be testing it soon.--[[User:Maximus|Maximus]] 23:57, 9 November 2008 (EST)&lt;br /&gt;
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:When I say renewable, I mean will never run out.  Trees are renewable, given space to grow.  Hunted animals are not.  It isn't a *claim* that animals can be hunted to extinction, the numbers are in the raws for each particular animal.  After that many of animals exist (living or dead I presume), no more are generated, whether through off-map activity, or being born as offspring.  The same is true for livestock brought with you, or traded.  The only animals that do NOT obey this limitation are pets (and perhaps named animals in general).  I have had the same base for 15 years, and I haven't had any offspring from horses, dogs, or cows in about 9ish years.  However, there are still animals being born, and I've traced the number per year back to the number of female pets I have.  I'm not sure if named pets only mate with named pets, but a single female pet doesn't seem to yield any offspring (but this should be verified).  I had about 20ish puppies per year at max, and it abruptly stopped.  It has recently started up again, as puppies brought as pets have matured.  Same thing for horses and cows, but it is slow.  Frankly, with immigration stopping, and no way to assign pets (iirc?) my animal &amp;quot;home grown&amp;quot; animal supply will soon dry out.  The same is not true of turtles, they seem to respawn, but I think fish fall into this category, my river hasn't had anything but turtles for 10ish years. --Gotthard 23:20, 9 November 2008 (EST)&lt;br /&gt;
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::Well, if you're referring to [POPULATION_NUMBER], [[Creature_tokens#P]] says that that is the minimum/maximum number that can show up on a map in the space of a year.  I've killed something like 150 bonobos on my map, but they're still coming.&lt;br /&gt;
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::Tame animals, on the other hand, clearly have hard population limits (otherwise they'd breed into the thousands and turn every fortress into a &amp;quot;tribbles&amp;quot; episode).  As I posted above, it appears that once that population limit is reached, breeding stops permanently (I'll have to test it further at some point).  As far as I can tell, however, that limit does not apply to wildlife.  It probably doesn't apply to wildlife even after you've hit the limit on tame animals of the same species.  (It's been a while, but I once had a fort with a bunch of domesticated musk oxen.  I think wild ones still showed up long after the tame ones stopped breeding.)--[[User:Maximus|Maximus]] 02:23, 10 November 2008 (EST)&lt;br /&gt;
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:::Do you know if this was changed recently?  Best I can recall, EVERY fortress I've started has eventually killed off all non-aggressive wildlife.  I'm not sure, but bonobos may be somehow classified as 'invaders' (aren't they the ones that steal everything?) so perhaps there are no limits on them.  It takes me ~3 years to kill off all the wildlife on my map, and after that nothing else shows up.  I took the numbers in the raw to be a global maximum in existence... I can verify tame animals stop breeding after a max is hit, and they do NOT start breeding again after the number goes below this.  However, I'm fairly certain there is a max limit present for tame animals, as I went through cows pretty regularly, culling the population to keep it manageable.  My money is on a global max ever, not alive at any one point, but I could be wrong. (Also, I think wild and tame ones are calculated separately... does your tone indicate they eventually stopped as well?)--Gotthard 22:08, 14 November 2008 (EST)&lt;br /&gt;
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::::Bonobos are &amp;quot;wild animals&amp;quot; in my unit list, and they aren't one of the thieving species.  I'm not sure whether all wildlife can be killed off; we need more people to chime in about their experiences.  My bonobo death count is about 200 now, and shows no sign of stopping.  (I've been using nerve-injured soldiers, not hunters, to do the killing.)  However, I also finally have a breeding stock of tame bonobos, and I'll let them breed up to the max to see if affects their migrating onto the map.  My bet is that the species cap is just for breeding, not migration.--[[User:Maximus|Maximus]] 23:13, 14 November 2008 (EST)&lt;br /&gt;
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:::::I'm not doubting your experience, but I've had 4-5 maps where I consistently run out of deer.  The species cap there seems to function fine, I *never* had any deer offspring, just hunted them for a while until they stopped (year 3-4ish).  I can't verify wolves, however.  So bonobos aren't predatory at all?  I was thinking maybe more 'aggressive' animals (even if they're not thieves) may reproduce ad infitum.  Or perhaps I scared them all off with my deer genocide?  I mean anytime a deer showed up, I had 3 guys run down and punch it to death.  Are you nicer to your bonobos?  And have you seen that with any other animals?  I've run out of hoary marmonts, mountain goats, and deer (on separate maps).  Sorry to be insistent, but this seems like one area we don't have a lot of info. --Gotthard 22:42, 18 November 2008 (EST)&lt;br /&gt;
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::::::No, I understand -- I'd like to figure it out too.  Actually, on my current map, something totally unexpected happened.  I've been keeping all my strays (of any species) in cages, and I haven't had any cow births since the beginning of the game.  I've also been buying every animal brought by traders, so was well above the limit.  I decided to slaughter all my cows to see what would happen.  I killed all of them, or nearly so, and suddenly all the pet cows are giving birth.  (There are 4 pet cows and two pet bulls in the fortress.)&lt;br /&gt;
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::::::As for the wild bonobos, they're still coming.  And elephants.  And mountain goats.  And hoary marmots.  None of them are predators.  (I do get zombie mountain goats and hoary marmots as well.)  But I've been posting soldiers to kill them for years now, and have killed many hundreds of animals.  Some animals tend to escape, since the soldiers stay near their station point instead of tracking down every last animal, like hunters will.  Maybe that's what makes the difference.&lt;br /&gt;
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::::::I did have a single crocodile and some ogres show up in the first year, and never again.  For any given fortress, there may just be some animals that are finite and some that are unlimited.  We should post to the forums soliciting other players' experiences to see what kind of generalizations can be made.--[[User:Maximus|Maximus]] 00:32, 19 November 2008 (EST)&lt;br /&gt;
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:::::::I had pet horses start to breed when I butchered most of the stray horses.  So that part, at least, seems to be reproduceable.&lt;br /&gt;
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:::::::I had three waves or so of macaques spawn, running them down with soldiers each time, and now they've stopped coming (they came about once a year for three years, and then I haven't seen them in the eight years since).&lt;br /&gt;
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:::::::The map keeps spawning one- and two-humped camels. I trap and tame them, but nobody's interested in adopting them.  It'll be interesting to see if eventually I run out. --[[User:Sev|Sev]] 12:41, 20 November 2008 (EST)&lt;br /&gt;
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::::::::Are they still in cages?  Dwarves won't adopt them unless they're roaming (or maybe on a chain... I haven't tested that yet).--[[User:Maximus|Maximus]] 16:30, 20 November 2008 (EST)&lt;br /&gt;
:::::::::Huh, is that for all livestock? No wonder I have such issues getting those tamed vermin adopted... I stuck them all in a cage for convenience. -[[User:Fuzzy|Fuzzy]] 18:11, 20 November 2008 (EST)&lt;br /&gt;
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== Breeding turtles ==&lt;br /&gt;
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While it doesn't really fall under the category of the &amp;quot;leather industry&amp;quot; that the top of the page claims, is it possible to do animal husbandry with turtles? It would be nice to be able to have a ready supply of them. I lack unfrozen water on my current map, so I can't rely on spawning turtles, but I do have three tame turtles from the caravans. My suspicion is that vermin aren't treated as animals, so there's to be no turtle breeding, but I know they are special cases in other ways, so I figured it might be worth a try. -[[User:Fuzzy|Fuzzy]] 18:16, 20 November 2008 (EST)&lt;br /&gt;
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:I don't think it's possible to release tame vermin from containment. They're always either in a cage, or in a small animal trap. That would keep them from breeding even if they were otherwise normal animals.--[[User:Bilkinson|Bilkinson]] 18:23, 20 November 2008 (EST)&lt;br /&gt;
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::Vermin may be released from their cage if they are adopted by a dwarf, AFAIK. --[[User:GreyMario|GreyMaria]] 18:50, 20 November 2008 (EST)&lt;br /&gt;
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:Oh, the &amp;quot;leather industry&amp;quot; is a hold-over from before I moved the original page to &amp;quot;Meat industry&amp;quot;. I keep meaning to give this a spruce up ... --[[User:Juckto|Juckto]] 20:38, 20 November 2008 (EST)&lt;br /&gt;
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: What if I were to build an enclosed pool inside my fortress and mark it as a [[Activity_zone#Pit.2FPond|pit]].  Would I be able to dump caught turtles into it, or does the [[Activity_zone#Pit.2FPond|pit/pond]] classification only account for [[animals]] and not [[vermin]]?  I've never checked before. --[[User:FJH|FJH]] 19:52, 2 March 2009 (EST)&lt;br /&gt;
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:: *checks*  Looks like you can assign tame vermin to a pit.  I don't think you can breed turtles though. --[[User:LegacyCWAL|LegacyCWAL]] 14:54, 30 March 2009 (UTC)&lt;br /&gt;
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:Interesting....Since you're only trying to breed turtles, I guess you can just channel a few squares and mark it as a pit. It's faster since the dwarves do take a heck of a long time to fill pools. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Stinhad Limarezum|Stinhad Limarezum]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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==A death by any other means==&lt;br /&gt;
I made a note that if an animal is killed by something other than a hunter or butcher it cannot be butchered, based on my experience of 2 dogs being killed by a werewolf and being unbutcherable. GreyMario changed it to &amp;quot;certain animals need to be alive when taken to the butchery&amp;quot;. Dorten removed the note entirely. &amp;lt;br&amp;gt;I'll admit my experience was several versions ago - can you butcher any dead unrotten creature now? --[[User:Juckto|Juckto]] 02:49, 21 November 2008 (EST)&lt;br /&gt;
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:I can confirm that there are cases where killed animals are rendered unbutcherable. In my case, I brought a boatload of cats for short-term butchering, only to find that I quickly dug into an underground river, and have a dozen snakemen, etc, come out and kill half the cats. Even though they were marked for butchering before they died (I hadn't yet built a butcher shop,) only those that escaped slithering death were ever butchered, the rest sat in my refuse stockpile rotting along with the river-raiders. Oh, yes.. I even went and tried unforbidding them just incase; They weren't. --[[User:N9103|Edward]] 03:35, 22 November 2008 (EST)&lt;br /&gt;
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::This only applies to tame animals. I have several experiences where caravan guards killed wild naked mole dogs and elks that came in the way. I butchered them all.&lt;br /&gt;
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== Cage traps ==&lt;br /&gt;
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What is the process to butcher an animal caught in a cage trap? Do trapped animals show up on the {{k|z}} animals list?&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:30, 21 June 2009 (UTC)&lt;br /&gt;
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:See [[Trap#Cage_Trap]] and [[Captured_creatures]].  There are two answers.  1.  designate a pit area, dump the animals into them and then hunt them.  They are still wide in this case, and will breed, which has its advantages. 2. [[Tame]] them and then assign them to be butchered.--[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
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==Totems==&lt;br /&gt;
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I don't think this part is right: &amp;quot;Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to search for them.&amp;quot;  For me they show up as &amp;quot;finished goods&amp;quot;.  Unless they're not in a bin, I guess.  Anybody?  Remove/keep? I vote take it out. --[[User:Kwieland|Kwieland]] 01:39, 28 June 2009 (UTC)&lt;br /&gt;
:I clarified that. There is no finished goods '''cat''' on that menu (on left). There are finished good '''bins''' (on right). But you have to search for those too anyway, so.. --[[User:Birthright|Birthright]] 18:17, 29 June 2009 (UTC)&lt;br /&gt;
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==No Produce?==&lt;br /&gt;
When I set an animal to be slaughtered from the Z menu, a butcher brings it to the butchery and kills it, yet nothing is produced.  This occurs with all of my tamed animals (Even my polar bears!) can anybody tell me whats going on and how to fix it?--[[User:CrazyMcfobo|CrazyMcfobo]] 08:13, 30 July 2009 (UTC)&lt;br /&gt;
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:So you get the &amp;quot;has been struck down&amp;quot; message? Have you checked with {{k|t}} over the workshop? The items may all be stuck in the WS if there is no stockpile that accepts them. Well, unlikely for the meat as that needs a food pile. Maybe you don't have haulers available or made the WS inacessible somwhow? --[[User:Höhlenschreck|Höhlenschreck]] 14:40, 30 July 2009 (UTC)&lt;br /&gt;
::I meet all of those requirements but when they get struck down, I check the WS immediatly after and there isn't anything there!--[[User:CrazyMcfobo|CrazyMcfobo]] 15:23, 30 July 2009 (UTC)&lt;br /&gt;
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== Slaughtering freshly tamed animals ==&lt;br /&gt;
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The last siege gave me 6 enemy horses in cage traps. I duly built the cages, then tamed them all. It's been some time now, and I am ready to slaughter them, but the 6 &amp;quot;stray horse (tame)&amp;quot; are not showing up in the z-list of animals. Have I missed a step? Or do I just need to wait longer? [[User:Hv|Hv]] 00:31, 12 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=55903</id>
		<title>40d Talk:Block</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=55903"/>
		<updated>2009-10-24T01:30:08Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* smelting from blocks? */ new section&lt;/p&gt;
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&lt;div&gt;Actually the values are off. the base value of wood is 1. But a piece of wood has a value multiplier of 3. And a block a multiplier of 5. Should I add this, this might confuse newbies. --[[User:Soyweiser|Soyweiser]] 10:02, 5 November 2007 (EST)&lt;br /&gt;
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:Raw value, shape modifier, resultant value? I think people can cope with that.  --[[User:Matryx|Matryx]] 10:21, 5 November 2007 (EST)&lt;br /&gt;
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Quote:&lt;br /&gt;
 but the difference is purely in the value&lt;br /&gt;
My observations suggest that when marking economic stone as green, dwarves can build of it, but blocks are still ignored. Hellzon or irc said blocks can only be used to build buildings, wells and pumps. So that would make the above statement false. --[[User:Mizipzor|Mizipzor]] 12:47, 9 November 2007 (EST)&lt;br /&gt;
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:You can build walls and buildings out of blocks and stone (some buildings require blocks) but I don't think you can craft blocks. --[[User:Penguinofhonor|Penguinofhonor]] 15:19, 15 December 2007 (EST)&lt;br /&gt;
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Quote:&lt;br /&gt;
 This doesn't apply to blocks made out of metals.&lt;br /&gt;
Why is that? in my experience it's working just fine (golden blocks worth 150, copper blocks worth 10... just as they should)--[[User:Dorten|Dorten]] 00:26, 4 February 2008 (EST)&lt;br /&gt;
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== Naming ==&lt;br /&gt;
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Does &amp;quot;block&amp;quot; ever occur in the singular in Dwarf Fortress?  I think [[block]] should redirect to [[blocks]], rather than vice versa. --[[User:JT|JT]] 13:31, 8 November 2007 (EST)&lt;br /&gt;
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:Seconded. You make rock blocks, metal blocks, wooden blocks and glass blocks. A bunch of blocks, a pile of blocks, you name it yourself.  The game always call one unit of them as &amp;quot;blocks&amp;quot;--[[User:Dorten|Dorten]] 00:26, 4 February 2008 (EST)&lt;br /&gt;
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::Rule N says that it should be called &amp;quot;Block,&amp;quot; and is there really any actual problem with it? ''Not'' doing it, on the other hand, could confuse wiki-newbies. --[[User:Savok|Savok]] 10:26, 4 February 2008 (EST)&lt;br /&gt;
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== Construction ==&lt;br /&gt;
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Does making a construction out of blocks instead of raw stone allow the construction to go faster?  (I'm thinking along the lines that it's easier to work with bricks and mortar than raw stone and mortar)  [[User:Fephisto|Fephisto]] 22:39, 26 March 2008 (EDT)&lt;br /&gt;
: i dont know, it should, you would think, but mabey the time makeing the blosk is greater than the time saved?&lt;br /&gt;
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: As far as I can tell from experimentation, making constructions with blocks rather than raw stone simply increases the value of the architecture (which pleases dwarves and attracts immigrants).  It is far slower, due to the additional time required to carve the blocks. [[User:Iituem|Iituem]] 11:43, 29 July 2008 (GMT)&lt;br /&gt;
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::Well, yeah, it's slower ''that'' way - the question is, is it faster if you already have blocks? (i.e. have your mason turning out blocks while you've not yet thought of what constructions to have built; will it be faster to turn those into a construction?) [[User:Random832|Random832]] 14:04, 14 October 2008 (EDT)&lt;br /&gt;
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:::Well, since blocks can be stored in bins you can save a whole lot of hauling time when building with them. I don't think it speeds up the actual build though.--[[User:Bilkinson|Bilkinson]] 16:36, 14 October 2008 (EDT)&lt;br /&gt;
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::I'll second that, I've been building quite a castle (about 120x120 at the max size) and am 2k blocks in so far.  Switching replacing stone from block appears to have no effect on the speed of construction, although  masonry (I *think*) appears to make it go faster. The hauling time is nothing to sneeze at though, having them drag the blocks to a central distribution area really speeds up the work.--Gotthard 22:05, 14 October 2008 (EDT)&lt;br /&gt;
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== Ice blocks ==&lt;br /&gt;
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Is it possible to make ice blocks? --[[User:Locolan|locolan]] 02:28, 15 June 2008 (EDT)&lt;br /&gt;
:I don't think so, any more than it's possible to create ice statues or furniture from ice. Only stone, metal, and glass can be turned into blocks, and water, even frozen water, is none of the above. -[[User:Fuzzy|Fuzzy]] 08:13, 19 November 2008 (EST)&lt;br /&gt;
::Ice is treated as a stone when mined. --[[User:GreyMario|GreyMaria]] 16:45, 26 November 2008 (EST)&lt;br /&gt;
:::If you forbid all normal stone and make orders at the mason's shop, your mason cancels them claiming he 'needs access to non-economic stone'.  So Ice can not be used to make blocks. --[[User:Squirrelloid|Squirrelloid]] 18:44, 26 November 2008 (EST)&lt;br /&gt;
::::Ice isn't in the raws as a stone type. If it were, it'd have to show up in stone layers, instead of places where it actually made sense, which could cause problems if it melted. Being inaccessible in the raws basically amounts to being unable to make anything out of it, even if it's treated as a stone otherwise. Ice also shows up as a 'glob' if it melts and refreezes, or if it forms from freezing water carried in a bucket or waterskin, so it's treated like other such materials there, too. You can't melt ice into metal bars, though, so it's totally useless in that state, again.--[[User:Navian|Navian]] 18:58, 26 November 2008 (EST)&lt;br /&gt;
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==Parry==&lt;br /&gt;
I don't have the wiki know-how, but perhaps someone should add one of those little things at the top giving people the link to parrying and shields page, just fpr the sake of newbies--- Mr.Dwarf&lt;br /&gt;
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==Blocks -&amp;gt; Stone==&lt;br /&gt;
Yes, I did just accidentally cause a small lava flood onto my block pile, why do you ask?  Anyway, some curious notes:&lt;br /&gt;
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1) It is possible to achieve this with a wooden bin, but don't count on it.  You'll have to apply enough heat to melt the blocks without the bin being totally destroyed - Seeing as I just lost ~40 bins of blocks and only have 1 wooden bin which managed to achieve this, I wouldn't count on it.&lt;br /&gt;
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2) molten stone, and hardened stone that was formerly molten, have no value when looked at with 'k'.  I am not sure if one can craft or build with them.&lt;br /&gt;
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3) It is unclear whether a dwarf can pick up the undamaged metal bin with molten stone in it - do metal objects have a heat parameter?  If you can, is it possible to trade molten stone to traders - will they light on fire when you do so?&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 01:59, 20 November 2008 (EST)&lt;br /&gt;
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:Quite an interesting discovery.  To answer #2, why don't you plunk down a mason's shop nearby and see if the stone gets used?--[[User:Maximus|Maximus]] 02:36, 20 November 2008 (EST)&lt;br /&gt;
::A bit of an old comment, but for #2, the cooled stone isn't actually a stone, but is a '''glob''' of stone which would, if it were merely on the floor, be removed from existence by a dwarf with the Cleaning labor. --[[User:Quietust|Quietust]] 04:34, 27 August 2009 (UTC)&lt;br /&gt;
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== Weight ==&lt;br /&gt;
I think it should be mentioned that blocks are considerably heavier than stone.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:39, 21 July 2009 (UTC)&lt;br /&gt;
: Figure out the ratio and edit it in!  It should(?) be a constant.--[[User:Albedo|Albedo]] 07:03, 21 July 2009 (UTC)&lt;br /&gt;
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== smelting from blocks? ==&lt;br /&gt;
&lt;br /&gt;
I bought some blocks of iron-bearing ores from a caravan thinking I would be able to make iron from them, but I can't see a way to smelt them. Is this possible? [[User:Hv|Hv]] 01:30, 24 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=55889</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=55889"/>
		<updated>2009-10-23T20:59:27Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Blindness */&lt;/p&gt;
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&lt;div&gt;== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
 (a non tough dwarf healed yellow in 2 days before even sitting in his rest bed - &lt;br /&gt;
 we need to revisit the info here) [[ User:Höhlenschreck]]&lt;br /&gt;
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Did a season change in those 2 days? Does this actually contradict the model we currently have?--[[User:Albedo|Albedo]] 12:48, 1 June 2009 (UTC)&lt;br /&gt;
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:No.&amp;lt;br&amp;gt; &lt;br /&gt;
:Not entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:Just pointing out that healing may have become faster or different. --[[User:Höhlenschreck|Höhlenschreck]] 16:24, 2 June 2009 (UTC)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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I've noticed that alot of my people with nervous damage have alot higher wrestling skill than their assigned weapon.. is it possible that people with nervous system damage spar as wrestlers still?--sindain&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
:I came here because of an identical issue with my swordmaster's right lung. He rested for a moment, but got up and is just &amp;quot;toughing it out&amp;quot; making his rounds, but unwilling to spar. Does your comment mean this issue can be fixed by removing all barracks beds, and his bedroom, and replacing them? Also, would some kind of note, perhaps in a standard &amp;quot;Caveats&amp;quot; section be appropriate? --[[User:The Architect|The Architect]] 10:56, 17 October 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
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I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
::: to off yer dwarf, you can put a door on their bedroom and lock em in when they sleep--[[User:Loganis|Loganis]] 14:06, 4 August 2009 (UTC)&lt;br /&gt;
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==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
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:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
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:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
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:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
::Lopped off eyes don't prevent people from running around.  Miner took a fire imp to the face. Broke hus upper body. Ouch. --[[User:Zchris13|Zchris13]] 16:33, 12 May 2009 (UTC)&lt;br /&gt;
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== No sparring for nervous wounds, but hunting allowed? ==&lt;br /&gt;
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Seems like you can turn your melee dwarves with mild spinal injuries to hunters and they will practice that way ;) Although it is rather a waste of time if they are not at least very agile [[User:Greep|Greep]] 04:33, 23 June 2009 (UTC)&lt;br /&gt;
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== Lopped off limbs ==&lt;br /&gt;
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I've a wrestling champion who, unfortunately, lost his entire left leg to a swordsgoblin's first strike, and is now bedridden.&lt;br /&gt;
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It's not covered very clearly in the article just how badly lost limbs affect dwarves. I'd rather not kill him off (he happens to be quite popular), but I don't think he'll ever be getting out of bed again. If anyone has any evidence pointing to the contrary, I'd appreciate it.&lt;br /&gt;
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For now, I'll just back up the save and lock him up. [[User:Pariah|Pariah]] 07:39, 1 July 2009 (UTC)&lt;br /&gt;
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== Suffocation Mishaps ==&lt;br /&gt;
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I just had a highly decorated Swordsdwarf suffocate to death, out of the blue, right after my military had repelled two back-to-back goblin ambushes.&lt;br /&gt;
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I read in the Mods section that &amp;quot;super-dwarfs&amp;quot; can choke to death if modded so they can eat bones. I haven't made any such mods, however, and I can't find anything on the Wiki about what causes suffocation, apart from smoke (no fires here...)&lt;br /&gt;
He suffocated in a 2x2 barracks where two other dwarfs were sparring. &lt;br /&gt;
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Any ideas? - [[User:Abkajud|Abkajud]] 04:14, 13 September 2009 (UTC)&lt;br /&gt;
*He probably had a sparring accident that punctured both of his lungs. --[[User:Quietust|Quietust]] 04:29, 13 September 2009 (UTC)&lt;br /&gt;
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Oh, good God! Well, thanks for the tip ^_^ - [[User:Abkajud|Abkajud]] 04:33, 13 September 2009 (UTC)&lt;br /&gt;
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== Blindness ==&lt;br /&gt;
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The leader of my squad of axe-dwarves took some damage in a recent fight, including the loss of both eyes and ears. All injuries healed within the day except for the eyes (she is &amp;quot;very tough&amp;quot;), so I demobbed her. Later I noticed she had been trying to cut down the same tree for about half an hour real time despite being a &amp;quot;talented&amp;quot; wood cutter (this is df_28_181_40d11).&lt;br /&gt;
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Two questions: does blindness heal naturally, at season-change (with luck) or never; and is it known what types of tasks can and can't effectively be done by a blind dwarf? [[User:Hv|Hv]] 08:55, 21 October 2009 (UTC)&lt;br /&gt;
:Blindness never heals, though I haven't observed it to interfere with workshop activities - one of my 3 tanners got both of his eyes torn out by a wolf early in the fortress, and while he initially passed out a lot, he eventually leveled his toughness up high enough that he doesn't notice it anymore, and he performs his tasks just fine. --[[User:Quietust|Quietust]] 13:44, 21 October 2009 (UTC)&lt;br /&gt;
::Thanks. She is my only Appraiser too, and she still manages just fine at trading - I guess you really can ''feel'' the quality. :) [[User:Hv|Hv]] 20:59, 23 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=55683</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=55683"/>
		<updated>2009-10-21T08:55:17Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Blindness */ new section&lt;/p&gt;
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&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
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[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
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Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
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:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
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same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
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:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
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Seizures maybe?----&lt;br /&gt;
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== Priority of [[health care]] task ==&lt;br /&gt;
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I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
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I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
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== Brown Wounds ==&lt;br /&gt;
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my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
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:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
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== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
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I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
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 (a non tough dwarf healed yellow in 2 days before even sitting in his rest bed - &lt;br /&gt;
 we need to revisit the info here) [[ User:Höhlenschreck]]&lt;br /&gt;
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Did a season change in those 2 days? Does this actually contradict the model we currently have?--[[User:Albedo|Albedo]] 12:48, 1 June 2009 (UTC)&lt;br /&gt;
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:No.&amp;lt;br&amp;gt; &lt;br /&gt;
:Not entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:Just pointing out that healing may have become faster or different. --[[User:Höhlenschreck|Höhlenschreck]] 16:24, 2 June 2009 (UTC)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
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&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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I've noticed that alot of my people with nervous damage have alot higher wrestling skill than their assigned weapon.. is it possible that people with nervous system damage spar as wrestlers still?--sindain&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
:I came here because of an identical issue with my swordmaster's right lung. He rested for a moment, but got up and is just &amp;quot;toughing it out&amp;quot; making his rounds, but unwilling to spar. Does your comment mean this issue can be fixed by removing all barracks beds, and his bedroom, and replacing them? Also, would some kind of note, perhaps in a standard &amp;quot;Caveats&amp;quot; section be appropriate? --[[User:The Architect|The Architect]] 10:56, 17 October 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
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I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
::: to off yer dwarf, you can put a door on their bedroom and lock em in when they sleep--[[User:Loganis|Loganis]] 14:06, 4 August 2009 (UTC)&lt;br /&gt;
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==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
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:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
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:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
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:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
::Lopped off eyes don't prevent people from running around.  Miner took a fire imp to the face. Broke hus upper body. Ouch. --[[User:Zchris13|Zchris13]] 16:33, 12 May 2009 (UTC)&lt;br /&gt;
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== No sparring for nervous wounds, but hunting allowed? ==&lt;br /&gt;
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Seems like you can turn your melee dwarves with mild spinal injuries to hunters and they will practice that way ;) Although it is rather a waste of time if they are not at least very agile [[User:Greep|Greep]] 04:33, 23 June 2009 (UTC)&lt;br /&gt;
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== Lopped off limbs ==&lt;br /&gt;
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I've a wrestling champion who, unfortunately, lost his entire left leg to a swordsgoblin's first strike, and is now bedridden.&lt;br /&gt;
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It's not covered very clearly in the article just how badly lost limbs affect dwarves. I'd rather not kill him off (he happens to be quite popular), but I don't think he'll ever be getting out of bed again. If anyone has any evidence pointing to the contrary, I'd appreciate it.&lt;br /&gt;
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For now, I'll just back up the save and lock him up. [[User:Pariah|Pariah]] 07:39, 1 July 2009 (UTC)&lt;br /&gt;
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== Suffocation Mishaps ==&lt;br /&gt;
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I just had a highly decorated Swordsdwarf suffocate to death, out of the blue, right after my military had repelled two back-to-back goblin ambushes.&lt;br /&gt;
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I read in the Mods section that &amp;quot;super-dwarfs&amp;quot; can choke to death if modded so they can eat bones. I haven't made any such mods, however, and I can't find anything on the Wiki about what causes suffocation, apart from smoke (no fires here...)&lt;br /&gt;
He suffocated in a 2x2 barracks where two other dwarfs were sparring. &lt;br /&gt;
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Any ideas? - [[User:Abkajud|Abkajud]] 04:14, 13 September 2009 (UTC)&lt;br /&gt;
*He probably had a sparring accident that punctured both of his lungs. --[[User:Quietust|Quietust]] 04:29, 13 September 2009 (UTC)&lt;br /&gt;
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Oh, good God! Well, thanks for the tip ^_^ - [[User:Abkajud|Abkajud]] 04:33, 13 September 2009 (UTC)&lt;br /&gt;
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== Blindness ==&lt;br /&gt;
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The leader of my squad of axe-dwarves took some damage in a recent fight, including the loss of both eyes and ears. All injuries healed within the day except for the eyes (she is &amp;quot;very tough&amp;quot;), so I demobbed her. Later I noticed she had been trying to cut down the same tree for about half an hour real time despite being a &amp;quot;talented&amp;quot; wood cutter (this is df_28_181_40d11).&lt;br /&gt;
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Two questions: does blindness heal naturally, at season-change (with luck) or never; and is it known what types of tasks can and can't effectively be done by a blind dwarf? [[User:Hv|Hv]] 08:55, 21 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=53933</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=53933"/>
		<updated>2009-10-04T23:22:19Z</updated>

		<summary type="html">&lt;p&gt;Hv: /* Disappearing images */ new section&lt;/p&gt;
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&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
::I have some thoughts.  Since it would be a &amp;quot;tutorial&amp;quot;, maybe showing the different layouts of bedrooms from sleeping holes to 2x2,3x3 &amp;quot;lung&amp;quot; chambers (8 bedrooms, 2 rows, connecting to one hallway), and others.  Same with dining halls.  Make one dining hall with the &amp;quot;chair, table, chair&amp;quot; grid 3x3 (+end chairs), and another with an actual dining HALL (one table per chair).  Maybe have an artificial waterfall pre-made using screwpumps to show how to carry water up levels, or de-salting water.&lt;br /&gt;
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Dwarf fort has a LOT of cool tricks in it that you only learn from stealing other's ideas.  Maybe the &amp;quot;quickstart&amp;quot; guide could be more like the optional tutorial that new users can see to get their feet wet first! [[User:Kenji 03|Kenji 03]] 05:04, 11 August 2009 (UTC)&lt;br /&gt;
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== Catsplosion advisable? ==&lt;br /&gt;
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Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
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:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
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::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
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== Images ==&lt;br /&gt;
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They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
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::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
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:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
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:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
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::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
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My general stance on images in general is that they be:&lt;br /&gt;
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated.  It also means standard color set, generally.  I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.&lt;br /&gt;
* As small, byte-wise, as possible.  Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like.  However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.&lt;br /&gt;
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)&lt;br /&gt;
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==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
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== savegame seems to be bugged ==&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;Missing Creature Body Definition: CAT_MOUTH&lt;br /&gt;
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get spouted on me every time I try to load the savegame.&lt;br /&gt;
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on 28.181.40d and a recently installed DF&amp;lt;/blockquote&amp;gt; &amp;lt;small&amp;gt;The above unsigned comment was added by [[User:Loatroll|Loatroll]].&amp;lt;/small&amp;gt;&lt;br /&gt;
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This is because the dumbass who made the savegame didn't use the default raws like they were supposed to. I've removed the link. --[[User:GreyMario|GreyMaria]] 13:37, 19 January 2009 (EST)&lt;br /&gt;
:rather, the guy used what looks like a bugfixed raw (based off the fact that it's a modified cat mouth - which was probably added for the sake of avoiding the &amp;quot;cat cancels show item to owner - too injured&amp;quot; messages. Toady One probably has this fixed on his end.) the person is probably NOT a dumbass, it's just that the default raws are buggy with respect to cats, and just about everyone that reports that bug gets redirected to the sticky on the forums. --[[User:Zeta|Zeta]] 19:06, 19 January 2009 (EST)&lt;br /&gt;
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::But using savegames that use modified raws is against common sense, especially in a newbie guide. --[[User:GreyMario|GreyMaria]] 21:35, 19 January 2009 (EST)&lt;br /&gt;
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== 2 &amp;quot;Daniel&amp;quot;s? ==&lt;br /&gt;
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Just read over the page, and noticed that there are two dwarves named &amp;quot;Daniel.&amp;quot; Is this a good idea? Since you gave them english-sounding names, why didn't you make them unique?&lt;br /&gt;
:bah humbug. They're meant to be unique. I'll check the save file tonight and see if the error is repeated there, and fix as necessary. -- [[User:Juckto|Juckto]] 21:50, 11 March 2009 (UTC)&lt;br /&gt;
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== Disappearing images ==&lt;br /&gt;
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I started reading this page a few hours ago, and the images [[File:Qs02.JPG]] and [[File:Qs03.jpg]] came up fine. I came back to study it some more, and they're now redlinked. Have they been removed pending the rework described [[#Images|above]]? It would be useful if they could be restored until their replacements are in place and linked in. [[User:Hv|Hv]] 23:22, 4 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Hv</name></author>
	</entry>
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