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		<id>http://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=291138</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=291138"/>
		<updated>2023-02-19T12:54:40Z</updated>

		<summary type="html">&lt;p&gt;Machin: /* Civilian Alerts */ Replaced the feature's description with info about its removal in v50.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys ({{k|+}},{{k|-}},{{k|*}}, &amp;amp; {{k|/}}).&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure an existing burrow, select it, then press {{k|enter}} to set the burrow's {{k|n}}ame, {{k|c}}hange the symbol used, and define what tiles it encompasses by setting/e{{k|r}}asing tiles. Defining the burrow's tiles can be done using keyboard to make rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
=== Deleting Burrows ===&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}. Uniquely to burrows, erasing all tiles in a burrow will not delete it.&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
=== Limiting civilian citizen jobs ===&lt;br /&gt;
&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens &amp;amp; resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.&lt;br /&gt;
&lt;br /&gt;
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that &amp;quot;job&amp;quot; here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
&lt;br /&gt;
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.&lt;br /&gt;
&lt;br /&gt;
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, the dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. &lt;br /&gt;
&lt;br /&gt;
As such, a dwarf's burrow should include: &lt;br /&gt;
&lt;br /&gt;
* All places they work at, sleep, eat, drink. &lt;br /&gt;
* All tools, raw materials, fuel and items they need for above.&lt;br /&gt;
* All places the stockpiles they store items in draw from. &lt;br /&gt;
* All stockpiles they take items from.&lt;br /&gt;
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. &lt;br /&gt;
&lt;br /&gt;
Take care to avoid dwarves having labors that result in them taking jobs that demand items outside the burrow:&lt;br /&gt;
&lt;br /&gt;
* Food hauling and food stockpile that takes from anywhere. &lt;br /&gt;
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.&lt;br /&gt;
* Seek Infant and a baby dropped outside the burrow.&lt;br /&gt;
&lt;br /&gt;
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside the burrow to in. Otherwise, dwarves not assigned to the burrow can still do jobs in its area, including moving food inside.&lt;br /&gt;
&lt;br /&gt;
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.&lt;br /&gt;
&lt;br /&gt;
† However, active military dwarves are unaffected and can even perform those same drills.&lt;br /&gt;
&lt;br /&gt;
=== Limit workshops to burrow ===&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. &lt;br /&gt;
&lt;br /&gt;
This setting behaves as if workshop or furnace or trap is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. &lt;br /&gt;
&lt;br /&gt;
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.&lt;br /&gt;
&lt;br /&gt;
There are some notable differences from using links, however: &lt;br /&gt;
&lt;br /&gt;
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.&lt;br /&gt;
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.&lt;br /&gt;
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.&lt;br /&gt;
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...&lt;br /&gt;
&lt;br /&gt;
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
In previous versions, civilian alerts could be used to force all civilians and animals to remain inside a burrow, ignoring their individual assignments for the time being.&lt;br /&gt;
In the current version {{version|50.07}}, this feature is [[Missing features|missing]] due to {{F|169696/8442542|UI and time constraints}}. The ability to assign all civilians to a burrow replicates some of its functionality.&lt;br /&gt;
&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to. Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles. This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
===Causing and Managing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.&lt;br /&gt;
&lt;br /&gt;
Ironically, some dwarves going insane can be easily managed with a burrow. Despite their wild and irreversible mental state, dwarves can comply with the limited area of the burrow. This can be extremely useful for keeping insane and potentially harmful dwarves away from the general population, as well as keeping others from seeing the corpse of the insane person when they inevitably die.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems.&lt;br /&gt;
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Burrow]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=289951</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=289951"/>
		<updated>2023-02-05T12:44:35Z</updated>

		<summary type="html">&lt;p&gt;Machin: /* Targets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quickstart|advanced=military}}&lt;br /&gt;
&lt;br /&gt;
This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
&lt;br /&gt;
Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structure of the Military==&lt;br /&gt;
When you start building a militia to protect your fortress, it's good to understand the military structure and terminology:&lt;br /&gt;
* A [[squad]] is the basic unit of the dwarven military with up to ten (10) [[soldiers]] in it, including its leader.&lt;br /&gt;
* The first dwarf that is assigned to a squad is the [[Militia_captain|Militia Captain]]. (The terms Squad Leader and Squad Captain are sometimes used interchangeably with Militia Captain in this wiki, because of name changes from previous versions of the game.) &lt;br /&gt;
* Before you create your first squad, you must assign a [[Militia_commander|Militia Commander]], who leads the ''first'' squad you create, and leads the Militia Captains of any other squads in the military. So this dwarf is ''the'' Militia Commander, who also performs the duties of a Militia Captain, and a Soldier.&lt;br /&gt;
&lt;br /&gt;
==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better. You will also need to assign a [[militia commander]], who benefits from having a good tactician or leadership skill.&lt;br /&gt;
&lt;br /&gt;
Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then their most expert skill will be fish cleaning and they probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If they manage to survive and gain some combat skill, they'll be able to clean fish and kick butt at the same time. If they die, at least it won't impact civilian operations.&lt;br /&gt;
&lt;br /&gt;
Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but also has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
&lt;br /&gt;
It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assigning a Militia Commander==&lt;br /&gt;
Open the [[Nobles]] screen ({{Menu icon|n}}) and click the [+] to choose a dwarf to assign as the [[Militia_commander|Militia Commander]]. Ideally, the Militia Commander will have leadership, tactician, and some combat skills. &lt;br /&gt;
&lt;br /&gt;
==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom right of the screen or by pressing {{Menu icon|q}}. Click {{DFtext|Create new squad|2:1}} to create a squad. Then you're asked to {{DFtext|Create which squad?|7:1}}, and you will choose the second option to  create the Militia Commander's Squad. &lt;br /&gt;
&lt;br /&gt;
Choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity, start with one of the default uniforms.&lt;br /&gt;
&lt;br /&gt;
Enjoy a hearty laugh at the (no doubt) delightful name your dwarves come up with for their squad. ''All tremble before the might of the fearsome Geared Warthogs!'' You can, of course, change the name of the squad if you wish by clicking the [[File:Quill.png]] button.&lt;br /&gt;
&lt;br /&gt;
Click on the [[File:Ui_u.png]] to add dwarves to the squad. If this is your first squad, the first dwarf shown will be your militia commander. If this isn't your first squad, you will need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). This is the leader of this new squad, and will appear in the {{Menu icon|n}} screen as the Militia Captain.&lt;br /&gt;
&lt;br /&gt;
Once you select a dwarf for the first position, you can then select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Notice that below each dwarf's name, a bit of relevant information is shown regarding their military abilities. For this quickstart, pick at least four more dwarves to fill positions two through five.&lt;br /&gt;
&lt;br /&gt;
==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
&lt;br /&gt;
Axes ''cannot'' be shared between a woodcutter and an axedwarf, not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
&lt;br /&gt;
Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
&lt;br /&gt;
The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
&lt;br /&gt;
If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
&lt;br /&gt;
Keep an eye on them using the {{Menu icon|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
&lt;br /&gt;
==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
&lt;br /&gt;
===Targets===&lt;br /&gt;
To train marksdwarves, you must create a zone with {{Menu icon|z}} and designate it as an archery range, then assign squads to the zone. Marksdwarves will stand at one end of the zone and fire at the opposite end; this firing direction is indicated by a crossbow icon in the zone's settings. For all dwarves to train simultaneously, there must be one 1-tile-wide firing path per dwarf.&lt;br /&gt;
You may place [[archery targets]] at the opposite end of the zone tiles using {{Menu icon|b|y|t}}. Similar to [[wells]], these buildings are created from raw materials when placed, rather than being crafted at a workshop and stored in item form (like [[doors]]). However, archery targets are not required to have a functional archery range.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
&lt;br /&gt;
Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
&lt;br /&gt;
If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
&lt;br /&gt;
Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=289950</id>
		<title>Military quickstart</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military_quickstart&amp;diff=289950"/>
		<updated>2023-02-05T12:42:10Z</updated>

		<summary type="html">&lt;p&gt;Machin: /* Targets */ Archery training does not require one target per dwarf, or a walkable paths to the target. In fact, archery targets are apparently not required at all.&lt;/p&gt;
&lt;hr /&gt;
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{{quickstart|advanced=military}}&lt;br /&gt;
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This article will describe how to '''set up your very first squad''' for training and use in combat. We will assume that you know nothing about the [[military interface]]. In case you are starting this early in your fortress' development, we will assume that you're going to start with a squad of only '''five''' dwarves and that you may have just come here from the [[Quickstart guide]].&lt;br /&gt;
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Though these instructions are far from adequate for teaching you all aspects of Dwarf Fortress mode's complex military, hopefully they will get you started faster than you would otherwise. Note that the military configuration interface may be somewhat complex, so pay close attention to some of the details mentioned.&lt;br /&gt;
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==Structure of the Military==&lt;br /&gt;
When you start building a militia to protect your fortress, it's good to understand the military structure and terminology:&lt;br /&gt;
* A [[squad]] is the basic unit of the dwarven military with up to ten (10) [[soldiers]] in it, including its leader.&lt;br /&gt;
* The first dwarf that is assigned to a squad is the [[Militia_captain|Militia Captain]]. (The terms Squad Leader and Squad Captain are sometimes used interchangeably with Militia Captain in this wiki, because of name changes from previous versions of the game.) &lt;br /&gt;
* Before you create your first squad, you must assign a [[Militia_commander|Militia Commander]], who leads the ''first'' squad you create, and leads the Militia Captains of any other squads in the military. So this dwarf is ''the'' Militia Commander, who also performs the duties of a Militia Captain, and a Soldier.&lt;br /&gt;
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==Finding Recruits==&lt;br /&gt;
Look over all your dwarves. You are looking for any dwarves with [[combat skill]]s, or at the very least, without useful civilian skills. These dwarves will be your first [[squad]]. Starting with a bunch of otherwise useless dwarves with no combat skill isn't totally unreasonable, but it's best to get at least one with some combat skill so that they can teach the others. Note that peasants often arrive with military skills of competent or better. You will also need to assign a [[militia commander]], who benefits from having a good tactician or leadership skill.&lt;br /&gt;
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Using job titles can help you spot expendable dwarves. For example, if a dwarf is a &amp;quot;[[Fish cleaner|Fish Cleaner]]&amp;quot; then their most expert skill will be fish cleaning and they probably won't be very good at anything but that. Since super-efficient fish cleaning isn't likely to be that useful, even if you do have a fisherdwarf, your legendary fish cleaner would be an excellent candidate for the draft. If they manage to survive and gain some combat skill, they'll be able to clean fish and kick butt at the same time. If they die, at least it won't impact civilian operations.&lt;br /&gt;
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Make sure to exercise judgement when selecting dwarves, however. If your fortress only has one fish cleaner, but also has a large amount of fisherdwarves, drafting a fish cleaner may waste a lot of fish. Conversely, if the fortress has no animal or hunting industries, an otherwise precious [[butcher]] may be expendable.&lt;br /&gt;
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It is probably wise not to choose female dwarves for your primary fighting squad, and ''especially'' not married female dwarves, since they will carry [[children|babies]] around most of the time (they bear one child every year).  But ultimately it's up to you.  You can't see the sex or marital status of dwarves from within the military screen, so you need to look for these things in advance.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;invisible uniforms&amp;quot;&amp;gt;Your recruits '''must not''' have the [[Mining]], [[wood cutter|Wood Cutting]] or [[ambusher|Hunting]] labors enabled. These labors create an invisible &amp;quot;uniform&amp;quot; that interferes with the military uniform.{{bug|1451}} Disable all of these labors on your recruits, if they're currently enabled.&amp;lt;/span&amp;gt;&lt;br /&gt;
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==Assigning a Militia Commander==&lt;br /&gt;
Open the [[Nobles]] screen ({{Menu icon|n}}) and click the [+] to choose a dwarf to assign as the [[Militia_commander|Militia Commander]]. Ideally, the Militia Commander will have leadership, tactician, and some combat skills. &lt;br /&gt;
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==Creating a Squad==&lt;br /&gt;
Open up the squad sidebar by clicking at the bottom right of the screen or by pressing {{Menu icon|q}}. Click {{DFtext|Create new squad|2:1}} to create a squad. Then you're asked to {{DFtext|Create which squad?|7:1}}, and you will choose the second option to  create the Militia Commander's Squad. &lt;br /&gt;
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Choose whatever uniform is most appropriate for the type of equipment you have or plan to have. A &amp;quot;uniform&amp;quot; is essentially just a predefined specification for a set of equipment, and you can change all of this later, but for the sake of simplicity, start with one of the default uniforms.&lt;br /&gt;
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Enjoy a hearty laugh at the (no doubt) delightful name your dwarves come up with for their squad. ''All tremble before the might of the fearsome Geared Warthogs!'' You can, of course, change the name of the squad if you wish by clicking the [[File:Quill.png]] button.&lt;br /&gt;
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Click on the [[File:Ui_u.png]] to add dwarves to the squad. If this is your first squad, the first dwarf shown will be your militia commander. If this isn't your first squad, you will need to {{DFtext|Assign leader|2:1}}: select the dwarf with the best fighting skills (or the best leadership ability). This is the leader of this new squad, and will appear in the {{Menu icon|n}} screen as the Militia Captain.&lt;br /&gt;
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Once you select a dwarf for the first position, you can then select more dwarves to join the squad: dwarves you pick are automatically assigned to the next empty position. Notice that below each dwarf's name, a bit of relevant information is shown regarding their military abilities. For this quickstart, pick at least four more dwarves to fill positions two through five.&lt;br /&gt;
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==Melee Training==&lt;br /&gt;
Make sure at the very least you have a weapon for everyone in your squad. Ideally you should have at least a shield and helmet for everyone too. They will automatically go grab appropriate equipment as long as it is free for use.&lt;br /&gt;
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Axes ''cannot'' be shared between a woodcutter and an axedwarf, not even if it's the same dwarf.  Likewise, a marksdwarf and a hunter can't share a crossbow, and a miner can't share a pick with a military dwarf assigned to use a pick as a weapon. &amp;lt;u&amp;gt;Un&amp;lt;/u&amp;gt;assign the civilian labor to free up the weapon for military use. (The dwarf holding it will dutifully drop it where they stand at the time.)&lt;br /&gt;
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===Barracks===&lt;br /&gt;
Pick a location for your training grounds. It should definitely be placed in a defended area, and ideally it should be near the entrance. Training areas can be easily moved though so feel free to just dig out an area somewhere for now and you can move it to a better location later.&lt;br /&gt;
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Create a zone of type Barracks where you want your dwarves to train. Select the banner with yellow plus icon to assign the squad to the barracks. For now, only select the axe icon next to the squad name.&lt;br /&gt;
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=== Schedule ===&lt;br /&gt;
Open the squad sidebar again. Select your squad from the list. Notice that below their name it says {{DFtext|No special orders |7:1}}. This indicates if the squad has a schedule assigned to them, and  if so, which [[schedule]] they will follow.&lt;br /&gt;
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The default schedule for &amp;quot;Off duty&amp;quot; basically says &amp;quot;do nothing&amp;quot;. Tell them to use the &amp;quot;Active/Training&amp;quot; schedule, by clicking on it. Avoid clicking on the {{DFtext|Edit|2:1}} and {{DFtext|Copy|2:1}} buttons for now.&lt;br /&gt;
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If you've done everything right, you should see some messages like &amp;quot;Urist McGoblinFodder has become a Recruit&amp;quot; and the named dwarves should report to the barracks you have set up.  This may not happen right away, but it should ''definitely'' happen when the month changes.&lt;br /&gt;
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Keep an eye on them using the {{Menu icon|u}}nits screen. Their tasks will initially be something like &amp;quot;Waiting for (something) demonstration&amp;quot; or &amp;quot;Organize (something) demonstration&amp;quot; but they should eventually start the session. The graphics won't look any different, but the units screen will change to show &amp;quot;Watching (something) demonstration&amp;quot; etc.&lt;br /&gt;
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After a while, your dwarves may start &amp;quot;Sparring&amp;quot;.  This trains several combat skills, much more quickly than demonstrations.  You'll also get combat [[reports]] of the sparring (indicated by a notification icon with crossed spears).&lt;br /&gt;
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==Marksdwarf Training==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Each marksdwarf requires a [[crossbow]], [[bolt]]s, and a [[quiver]].&lt;br /&gt;
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===Targets===&lt;br /&gt;
To train marksdwarves, you must create a zone with {{Menu icon|z}} and designate it as an archery range, then assign squads to the zone. Marksdwarves will stand at one end of the zone and fire at the opposite end; this firing direction is indicated by a crossbow icon in the zone's settings.&lt;br /&gt;
You may place [[archery targets]] at the opposite end of the zone tiles using {{Menu icon|b|y|t}}. Similar to [[wells]], these buildings are created from raw materials when placed, rather than being crafted at a workshop and stored in item form (like [[doors]]). However, archery targets are not required to have a functional archery range.&lt;br /&gt;
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===Equipment===&lt;br /&gt;
Crossbows can be made of [[wood]] or [[bone]] at a [[bowyer's workshop]] by a dwarf with the crossbow making labor enabled, or at a [[metalsmith's forge]] by a dwarf with weaponsmithing enabled. While the material used for a crossbow doesn't matter for shooting purposes, it does matter when dwarves use crossbows to bash enemies in melee combat. So, making crossbows of iron, while being heavier, can give archers a little more of an advantage in melee combat should they be unfortunate enough to get into that situation.&lt;br /&gt;
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Bolts are also made from bone or wood at a [[craftsdwarf's workshop]], so make sure you've built one of those and then have your manager queue up some bolts. Wooden ammunition will do just fine for training purposes, but if you happen to have butchered any animals at this point you can also make bone bolts. (Metal bolts can also be made at a forge, but you wouldn't want to waste those on target practice.)&lt;br /&gt;
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Quivers are made of leather by a dwarf with leatherworking at a [[leather works]]. Quivers are required; marksdwarves will not fire a crossbow without one. If you just started your fort, and forgot to bring some with you, you may not be able to get enough leather to make quivers until the first trade caravan arrives unless you slaughter some animals.&lt;br /&gt;
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===Configuration===&lt;br /&gt;
Once you have all of the needed equipment for an archer, the easiest way to set up an archer in the military is to create an archers-only squad and give them the archer's uniform. Then, assign one or more dwarves to the squad and set up their training schedule as described for melee training above. Make sure to set their squad to train at archery targets '''and''' the barracks (weapon or armor rack)--if you only use an archery range, your dwarves will not train.&lt;br /&gt;
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If you have done everything right here, eventually you will see them shooting and see broken bolts at the base of your archery targets.&lt;br /&gt;
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Please note however that even a squad of only marksdwarves still needs a barracks to train at as well as an archery range, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they will spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot; and may not even use the archery range.&lt;br /&gt;
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==See also==&lt;br /&gt;
Now that you have learned this much, you will probably want to read:&lt;br /&gt;
*''[[Military interface]]''&lt;br /&gt;
*''[[Squads]]''&lt;br /&gt;
*''[[Military]]'' (overview)&lt;br /&gt;
*''[[Scheduling]]'' (not covered on this page)&lt;br /&gt;
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{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Military quickstart]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Squad&amp;diff=288761</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Squad&amp;diff=288761"/>
		<updated>2023-01-30T21:49:06Z</updated>

		<summary type="html">&lt;p&gt;Machin: /* Ammunition and marksdwarf squads */ Added bug workaround with source&lt;/p&gt;
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: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
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[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
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For quick reference: from the main game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
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For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
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==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
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Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
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Once you have a militia commander appointed, when going to the squad menu you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may  be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, other wise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (See [[#Equipping soldiers|equipping soldiers]], below, for details.)&lt;br /&gt;
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Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten (10) can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon above the squad name.&lt;br /&gt;
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===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
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==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:squad_weapon_icon.png|center]] || [[File:squad_shield_equipped.png|center]] || [[File:squad_upper_body_icon.png|center]] || [[File:squad_lower_body_icon.png|center]] || [[File:squad_head_icon.png|center]] || [[File:squad_hands_icon.png|center]] || [[File:squad_feet_icon.png|center]] || [[File:squad_backpack_icon.png|center]] || [[File:squad_flask_icon.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! '''Symbol''' !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| [[File:squad_shield_equipped.png|center]] || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| [[File:squad_shield_pending.png|center]] || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
|  [[File:squad_shield_unable.png|center]] || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
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===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
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While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
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In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;.  You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on  by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best to wear their uniform in addition to their civilian [[clothing]]; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip naked before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go that piece of equipment rather than making do with a substitute.&lt;br /&gt;
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To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
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===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''Uniform''' menu will show that these items have been assigned to a solider, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
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===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}}, when a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure. This seemingly causes dwarves to never use ammunition{{bug|0012008}}, if there wasn't enough when the squad was created. To work around this bug, disband the squad and create a new squad, giving it a uniform which includes a ranged weapon. This will refresh the squad's knowledge of how much ammunition is available. Set the squad to train with a schedule of your choice, and the dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
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The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
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===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squad-mate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
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===Changing equipment===&lt;br /&gt;
Let's suppose you started with the &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
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Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&lt;br /&gt;
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Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping bone and shell armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for &amp;quot;'''Exact matches only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
[[File:Squad menu v50 04.png|right]]&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''station''' at a specific location at will through the {{Menu icon|q}} squads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting squads/soldiers===&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been cancelled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button (bearded dwarf face) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: attack, station, patrol, burrow defense, or train, as well as cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; x icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the stamp icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is cancelled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.{{version|0.34.07}}&lt;br /&gt;
&lt;br /&gt;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, they will return to their chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route''' order assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify}}&amp;lt;!--Do they ignore traffic cost, burrow restrictions etc..?--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow''' order is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train''' order comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' - banner with a plus icon then clicking the '''training''' axe icon next to your squads' name to assign them to train there.&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality_trait#Facets|personality]]{{verify}}; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order scheduling==&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.{{bug|0038238}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=288760</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=288760"/>
		<updated>2023-01-30T21:44:23Z</updated>

		<summary type="html">&lt;p&gt;Machin: /* Major bugs with workarounds */ Updated workaround info and added a source.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
[[File:bug_icon.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. An official compilation of all bugs, and their development status, can be found on the [https://dwarffortress.mantishub.io/ Mantis Bug Tracker]. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can &amp;quot;Login anonymously&amp;quot; and add a note.&lt;br /&gt;
&lt;br /&gt;
== Reporting new bugs ==&lt;br /&gt;
Please do '''not''' report new bugs here; to report a new bug, follow the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 How to Report Bugs in Dwarf Fortress] instructions. For any other discussion of new or existing bugs, visit the &amp;lt;code&amp;gt;#bug-discussion&amp;lt;/code&amp;gt; channel on the [https://discord.com/invite/kitfoxgames Official Kitfox Discord].&lt;br /&gt;
&lt;br /&gt;
When reporting a bug:&lt;br /&gt;
* Make a note of any mods you're using.  If you made the mod yourself, include the raws for any relevant objects.&lt;br /&gt;
* If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.&lt;br /&gt;
* If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the [https://dffd.bay12games.com/category.php?id=20 DF File Depot - Bugged Saves] or another file hosting site.&lt;br /&gt;
&lt;br /&gt;
== Major bugs with workarounds ==&lt;br /&gt;
{{catbox|Bugs}} This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|0012008}}: Dwarves will not equip [[Ammunition|ammunition]]. When a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure.&lt;br /&gt;
**Workaround: Set up a [[Squad#Equipping_soldiers|uniform]] which includes a ranged weapon. Form a new squad using this uniform, which updates the squad's knowledge of how much ammunition is available. Assign the desired dwarves to that squad. Set them to train with a schedule of your choice. The dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; roughly 100 to 200 bolts each. Your ammo stockpile must include more bolts than 200 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
* {{bugl|11985}} ('''Healthcare labors bug''')&amp;lt;span id=&amp;quot;healthcare-labors-bug&amp;quot;/&amp;gt;: Dwarves assigned to doctoring occupations not performing doctor labors.&lt;br /&gt;
**Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated basd on occupations. ([https://www.youtube.com/watch?v=79J3X8ulER0&amp;amp;t=1765s source])&lt;br /&gt;
* {{bugl|349}}: [[Animal care]] labor does nothing.&lt;br /&gt;
**Workaround: Use DFHack's [https://docs.dfhack.org/en/0.47.04-r2/docs/Plugins.html#dwarfvet dwarfvet plugin]].&lt;br /&gt;
* {{bugl|1451}}: The equipment required for [[miner]]s, [[hunter]]s, and [[woodcutter]]s to do their job conflicts with military uniforms.&lt;br /&gt;
**Workaround: never assign these three labors to military dwarves.&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone&lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[stockpile design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:Known bugs and issues]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=288738</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=288738"/>
		<updated>2023-01-30T20:10:10Z</updated>

		<summary type="html">&lt;p&gt;Machin: /* Major bugs with workarounds */  Added marksdwarf and archer uniform bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
[[File:bug_icon.png|100px|right]]&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. An official compilation of all bugs, and their development status, can be found on the [https://dwarffortress.mantishub.io/ Mantis Bug Tracker]. The search results in the bug tracker sometimes have an unintuitive sort order, so make sure to scroll to the bottom of the first page of results when searching for bugs. To comment on any bug, you can &amp;quot;Login anonymously&amp;quot; and add a note.&lt;br /&gt;
&lt;br /&gt;
== Reporting new bugs ==&lt;br /&gt;
Please do '''not''' report new bugs here; to report a new bug, follow the [https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2 How to Report Bugs in Dwarf Fortress] instructions. For any other discussion of new or existing bugs, visit the &amp;lt;code&amp;gt;#bug-discussion&amp;lt;/code&amp;gt; channel on the [https://discord.com/invite/kitfoxgames Official Kitfox Discord].&lt;br /&gt;
&lt;br /&gt;
When reporting a bug:&lt;br /&gt;
* Make a note of any mods you're using.  If you made the mod yourself, include the raws for any relevant objects.&lt;br /&gt;
* If the game is crashing or refusing to open, include any error message that appears, along with your computer specifications and operating system.&lt;br /&gt;
* If you have a save that reliably reproduces the bug, it may be helpful to upload the save to the [https://dffd.bay12games.com/category.php?id=20 DF File Depot - Bugged Saves] or another file hosting site.&lt;br /&gt;
&lt;br /&gt;
== Major bugs with workarounds ==&lt;br /&gt;
{{catbox|Bugs}} This is a list of major bugs with workarounds that would be useful for most players to know. Bugs added to this list should: 1) impact most players in a significant way in the current version, and 2) have some workaround that is useful to share. Please link the source of any posted workarounds.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|0012008}} Currently, the only way to assign ammunition to a squad is to select the default &amp;quot;Archer&amp;quot; uniform when creating the squad.&lt;br /&gt;
* {{bugl|11985}} ('''Healthcare labors bug''')&amp;lt;span id=&amp;quot;healthcare-labors-bug&amp;quot;/&amp;gt;: Dwarves assigned to doctoring occupations not performing doctor labors.&lt;br /&gt;
**Workaround: Make any change on the work details page, such as adding and removing a dwarf from a work detail. This will cause labors to be properly updated basd on occupations. ([https://www.youtube.com/watch?v=79J3X8ulER0&amp;amp;t=1765s source])&lt;br /&gt;
* {{bugl|349}}: [[Animal care]] labor does nothing.&lt;br /&gt;
**Workaround: Use DFHack's [https://docs.dfhack.org/en/0.47.04-r2/docs/Plugins.html#dwarfvet dwarfvet plugin]].&lt;br /&gt;
* {{bugl|1451}}: The equipment required for [[miner]]s, [[hunter]]s, and [[woodcutter]]s to do their job conflicts with military uniforms.&lt;br /&gt;
**Workaround: never assign these three labors to military dwarves.&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone&lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[stockpile design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:Known bugs and issues]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Serpent_man&amp;diff=288279</id>
		<title>Serpent man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Serpent_man&amp;diff=288279"/>
		<updated>2023-01-27T10:09:18Z</updated>

		<summary type="html">&lt;p&gt;Machin: IMO if your pop culture reference isn't funny by itself AND you need to link Wikipedia to explain it, it's a bad reference. (Also, standards should be higher if you're referencing harem manga, of all things.)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=serpent_man_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|vary=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''For other kinds of snake men see [[adder man]], [[anaconda man]], [[black mamba man]], [[bushmaster man]], [[copperhead snake man]], [[King cobra man]], [[kingsnake man]], [[python man]], and [[rattlesnake man]].''&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Serpent men''' are one of the many underworld tribal Creature living on any [[cavern]] level milling around piles of [[food|meat]] and [[leather|tanned hides]]. They stand at roughly the size of an adult [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Approach with caution, unless the tribe is friendly. If the tribe is friendly, feel free to take advantage of them in fine imperialistic tradition and steal all their resources without compensation. To check whether a tribe of serpent men is friendly, press {{k|u}} to view the unit list. The tribe will be labeled as either hostile or friendly. Alternatively, press {{k|v}} to view one of their profiles.  &lt;br /&gt;
&lt;br /&gt;
Like many underground races, the danger of serpent men is not to be found in their [[wood]]en [[weapon]]s, but in the substances found smeared on them. Serpent men use many [[syndrome|poisons]], some of which can be deadly. They will launch group attacks on your fort, and have the ability to swim through your reservoirs and launch amphibious assaults on your [[fisherdwarf|fisherdwarves]]. Additionally, serpent men possess a poisonous bite which paralyzes enemies, making them vulnerable to suffocation as well as other attacks from other serpent men. Serpent men themselves are completely immune to paralysis. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.&lt;br /&gt;
&lt;br /&gt;
If you ssspeak to a ssserpent man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] serpent men for their ''impressive tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:serpent_man_prev.jpg|thumb|200px|center|Does a great &amp;quot;steam blowing through pipes&amp;quot; impression.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = shethel udos | elvish = relira onino | goblin = olsmu ngorûg | human = ithrat abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Squad&amp;diff=284884</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Squad&amp;diff=284884"/>
		<updated>2023-01-09T16:41:48Z</updated>

		<summary type="html">&lt;p&gt;Machin: Added tables describing the equipment icons and color code introduced in DF Premium. The list of possible explanations for a color has been moved to the table. Couldn't add images yet due to being a new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may  be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, other wise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (See [[#Equipping soldiers|equipping soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any militarily-capable dwarves in your fort, of which no more than ten can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon above the squad name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || image || image || image || image || image || image || image || image || image&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! '''Color/Symbol''' !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| image || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| image || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
| image || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;.  You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on  by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best to wear their uniform in addition to their civilian [[clothing]]; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip naked before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''Uniform''' menu will show that these items have been assigned to a solider, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}} it is not possible to assign ammunition for ranged soldiers, only the default &amp;quot;'''Archer'''&amp;quot; uniform is assigned [[ammunition]] by default, so the only consistent way to make functional marksdwarf squads is to create a new squad using the default archer uniform from the start.{{bug|0012008}} The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squad-mate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changing equipment===&lt;br /&gt;
Let's suppose you started with the &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipping bone and shell armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot). It also requires that the armor template be for &amp;quot;'''Exact matches only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
[[File:Squad menu v50 04.png|right]]&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''station''' at a specific location at will through the {{Menu icon|q}} squads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting squads/soldiers===&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been cancelled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button (bearded dwarf face) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: attack, station, patrol, burrow defense, or train, as well as cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''', sometimes referred to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. An attack order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; x icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the stamp icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are within striking distance.  Ranged attackers will not do anything clever, like climbing up to the top of your archery tower - if you want them to fire from a specific position, use a station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill command is cancelled.&lt;br /&gt;
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Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result, it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target, there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.{{version|0.34.07}}&lt;br /&gt;
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===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
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Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&lt;br /&gt;
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On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, they will return to their chosen station point.&lt;br /&gt;
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===Patrol route order===&lt;br /&gt;
The '''Patrol Route''' order assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
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A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify}}&amp;lt;!--Do they ignore traffic cost, burrow restrictions etc..?--&amp;gt; &lt;br /&gt;
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Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
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===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
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The '''Defend Burrow''' order is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
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===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train''' order comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
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For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' - banner with a plus icon then clicking the '''training''' axe icon next to your squads' name to assign them to train there.&lt;br /&gt;
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===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality_trait#Facets|personality]]{{verify}}; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
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==Order scheduling==&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
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From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
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To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
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==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
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*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
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*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
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*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
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*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.{{bug|0038238}}&lt;br /&gt;
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*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
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*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
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*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
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*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
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{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>Machin</name></author>
	</entry>
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