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		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252996</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252996"/>
		<updated>2020-06-07T16:04:52Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: corrected formula (another place)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) If '''non'''-[[magma smelter]]: Smelting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) If '''non'''-[[magma smelter]]: For larger production runs, you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] (or [[hematite]]) [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days (assuming you have a constant flow of ore, coke-producing stone, Flux stone and labourers). You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron into pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 24&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 48&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 48 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 24 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 24.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 24 iron bars and 24 pig iron bars. We issue 24 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 48 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252938</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252938"/>
		<updated>2020-06-06T02:12:19Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Planned Steel Production */ -typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) If '''non'''-[[magma smelter]]: Smelting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) If '''non'''-[[magma smelter]]: For larger production runs, you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] (or [[hematite]]) [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days (assuming you have a constant flow of ore, coke-producing stone, Flux stone and labourers). You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron into pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = ''j'' (rounded down) * 4&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 24&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 48&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 48 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 24 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 24.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 24 iron bars and 24 pig iron bars. We issue 24 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 48 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252937</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252937"/>
		<updated>2020-06-06T02:11:43Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: corrected steel yield forumula, added condition for i &amp;gt; p&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) If '''non'''-[[magma smelter]]: Smelting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) If '''non'''-[[magma smelter]]: For larger production runs, you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] (or [[hematite]]) [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days (assuming you have a constant flow of ore, coke-producing stone, Flux stone and labourers). You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron ingo pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = ''j'' (rounded down) * 4&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 24&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 48&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 48 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 24 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 24.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 24 iron bars and 24 pig iron bars. We issue 24 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 48 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252912</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252912"/>
		<updated>2020-06-05T02:48:36Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: corrected formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) If '''non'''-[[magma smelter]]: Smelting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) If '''non'''-[[magma smelter]]: For larger production runs, you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] (or [[hematite]]) [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days (assuming you have a constant flow of ore, coke-producing stone, Flux stone and labourers). You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
Suppose you have an abundance of [[charcoal]]/[[coke]] and [[flux]], but only a limited number of [[iron]] bars and [[pig iron]] bars. You want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = ''j'' (rounded down) * 4&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders:&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2(round_down(''j'') + ''p'')&lt;br /&gt;
    ''s'' = 2(round_down(12) + 8)&lt;br /&gt;
    ''s'' = 2 * 24&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 48&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 48 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 24 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 24.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 24 iron bars and 24 pig iron bars. We issue 24 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 48 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there is at least 20 iron bars more than pig iron bars, issue a job order to make 10 pig iron bars. Else, issue job orders to make steel bars, as many as there is pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252892</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252892"/>
		<updated>2020-06-04T06:47:19Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Added simplification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) If '''non'''-[[magma smelter]]: Smelting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) If '''non'''-[[magma smelter]]: For larger production runs, you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] (or [[hematite]]) [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days (assuming you have a constant flow of ore, coke-producing stone, Flux stone and labourers). You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
Suppose you have an abundance of [[charcoal]]/[[coke]] and [[flux]], but only a limited number of [[iron]] bars and [[pig iron]] bars. You want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = ''j'' (rounded down) * 4&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders:&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = round_down(''j'') * 4&lt;br /&gt;
    ''s'' = round_down(12) * 4&lt;br /&gt;
    ''s'' = 12 * 4&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 48&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 48 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 24 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 24.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 24 iron bars and 24 pig iron bars. We issue 24 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 48 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there is at least 20 iron bars more than pig iron bars, issue 10 job order to make pig iron bars. Else, issue job orders to make steel bars, as many as there is pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=252891</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=252891"/>
		<updated>2020-06-04T06:34:15Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: -typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|02:22, 23 April 2018 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must have the '''Wood Cutting''' [[labor]] enabled in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter with the appropriate labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations Menu]].&lt;br /&gt;
# Select the &amp;quot;Chop Down Trees&amp;quot; action (press {{k|t}}).&lt;br /&gt;
#* If you open the menu when the center of the screen is above ground, this option will be already selected.&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using the mouse and left-clicking.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting labor enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting labor enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a war [[dog]] or other work animal.&lt;br /&gt;
* If the tile under the tree's trunk is mined out, cutting it down will remove the ground tile, creating a hole.&lt;br /&gt;
* Wood production can be sped up if the woodcutters have the [[haul|wood hauling]] labor disabled, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward with standard Dwarf Fortress lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry easy to maintain.&lt;br /&gt;
* If you remove the woodcutting labour of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labour to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  Clear cutting a large area will lower your food production if you rely a lot on herbalists.  Underground trees do not produce fruit.&lt;br /&gt;
* Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches instead.&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;Ground-Floor&amp;quot; trunk will not also be designated, and the tree will not be cut down.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252890</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=252890"/>
		<updated>2020-06-04T06:29:46Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: +Chapter about planned steel production&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:56, 20 September 2016 (UTC)}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common metal for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon.  The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers.  Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure [[metal]]s to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
:* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Notes:&lt;br /&gt;
:: 1) If '''non'''-[[magma smelter]]: Smelting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
:: 2) [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
:: 3) If '''non'''-[[magma smelter]]: For larger production runs, you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of [[iron]]&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
:* 1 bar of iron&lt;br /&gt;
:* 1 bar of pig iron&lt;br /&gt;
:* 1 [[flux]] stone&lt;br /&gt;
:* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
:* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
: '''Produces''':&lt;br /&gt;
:: '''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time travel and use the last remaining piece of coke to fire the [[furnace]] to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
:* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
:* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
:* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
:* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
:* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
:*9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (or 18 [[lignite]], or make 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily.&lt;br /&gt;
:*Smelt 8 [[magnetite]] (or [[hematite]]) [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set it's{{K|o}}rder to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days (assuming you have a constant flow of ore, coke-producing stone, Flux stone and labourers). You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
Suppose you have an abundance of [[charcoal]]/[[coke]] and [[flux]], but only a limited number of [[iron]] bars and [[pig iron]] bars. You want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = ''j'' (rounded down) * 4&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders:&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = round_down(''j'') * 4&lt;br /&gt;
    ''s'' = round_down(12) * 4&lt;br /&gt;
    ''s'' = 12 * 4&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 48&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 48 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 24 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 24.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 24 iron bars and 24 pig iron bars. We issue 24 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 48 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252848</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252848"/>
		<updated>2020-05-31T00:40:13Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: link to forum again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 4 February 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of silk from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs ([http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034 1]). All is needed for a modest but very safe supply of silk is to mine our vast areas of the cavern layers. These don't need physical connection to the cavern. It suffices that they are in the same layer as the cavern. Silk webs will start appear in them as well. That makes it very easy and safe to collect silk. If mined early after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever to release the spider &lt;br /&gt;
# Order a *non-ranged* military dwarf to station or patrol in the room (but *not* on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers *may* collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252847</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252847"/>
		<updated>2020-05-31T00:39:09Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: references don't seem to work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 4 February 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of silk from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs &amp;lt;ref name=&amp;quot;Forums&amp;quot;&amp;gt;http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034&amp;lt;/ref&amp;gt;. All is needed for a modest but very safe supply of silk is to mine our vast areas of the cavern layers. These don't need physical connection to the cavern. It suffices that they are in the same layer as the cavern. Silk webs will start appear in them as well. That makes it very easy and safe to collect silk. If mined early after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever to release the spider &lt;br /&gt;
# Order a *non-ranged* military dwarf to station or patrol in the room (but *not* on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers *may* collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252844</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252844"/>
		<updated>2020-05-31T00:34:31Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: + References&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 4 February 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of silk from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs ([http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034 1]). All is needed for a modest but very safe supply of silk is to mine our vast areas of the cavern layers. These don't need physical connection to the cavern. It suffices that they are in the same layer as the cavern. Silk webs will start appear in them as well. That makes it very easy and safe to collect silk. If mined early after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever to release the spider &lt;br /&gt;
# Order a *non-ranged* military dwarf to station or patrol in the room (but *not* on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers *may* collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252843</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252843"/>
		<updated>2020-05-31T00:32:59Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Passive cave spider silk farm */ how do you refer to forum posts?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 4 February 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of silk from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs ([http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034 1]). All is needed for a modest but very safe supply of silk is to mine our vast areas of the cavern layers. These don't need physical connection to the cavern. It suffices that they are in the same layer as the cavern. Silk webs will start appear in them as well. That makes it very easy and safe to collect silk. If mined early after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever to release the spider &lt;br /&gt;
# Order a *non-ranged* military dwarf to station or patrol in the room (but *not* on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers *may* collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252841</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252841"/>
		<updated>2020-05-31T00:30:58Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Passive cave spider silk farm */ +ref&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 4 February 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of silk from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs&amp;lt;ref&amp;gt;http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034&amp;lt;/ref&amp;gt;. All is needed for a modest but very safe supply of silk is to mine our vast areas of the cavern layers. These don't need physical connection to the cavern. It suffices that they are in the same layer as the cavern. Silk webs will start appear in them as well. That makes it very easy and safe to collect silk. If mined early after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever to release the spider &lt;br /&gt;
# Order a *non-ranged* military dwarf to station or patrol in the room (but *not* on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers *may* collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252840</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=252840"/>
		<updated>2020-05-31T00:29:32Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Passive cave spider silk farm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:22, 4 February 2015 (UTC)}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of silk from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors or doors that have been &amp;quot;tightly closed&amp;quot;. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs. All is needed for a modest but very safe supply of silk is to mine our vast areas of the cavern layers. These don't need physical connection to the cavern. It suffices that they are in the same layer as the cavern. Silk webs will start appear in them as well. That makes it very easy and safe to collect silk. If mined early after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever to release the spider &lt;br /&gt;
# Order a *non-ranged* military dwarf to station or patrol in the room (but *not* on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers *may* collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an *untamed* spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=233009</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=233009"/>
		<updated>2017-10-05T20:46:30Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Important Forum Posts */ + forum posters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Weapon material research]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162767.msg7359568#msg7359568 Minecarts]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162854.msg7365407#msg7365407 Minecarts powering a mill]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=163004.msg7379928#msg7379928 Waterwheels immune to waves]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=15096.msg6669707#msg6669707 Mini goblin melter]&lt;br /&gt;
= Epic forum posters worth following =&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?action=profile;area=showposts;u=48613 vjek]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?action=profile;area=showposts;u=115696 Fleeting Frames]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. &lt;br /&gt;
* I love to stream my gaming sessions on [http://gaming.youtube.com/nagidal146| my youtube channel]. &lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Quotes=&lt;br /&gt;
* Lie Lie​: The looks in DF look retro as hell but it is a behemoth in﻿ terms of gameplay, no game has accomplished this.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229624</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229624"/>
		<updated>2017-03-13T21:22:03Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: + link to Boss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some [[bandit gang]]s and [[criminal organization]]s call their [[boss]] a '''warlord'''. In Fortress Mode you can eventually get the [[announcement]] popup that one of your dwarves or permanent residents, being the rightful heir,  has [[inherit]]ed the title of Warlord of such a group. In the legends mode, these groups are just called [[nomadic]] [[groups]].&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229616</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229616"/>
		<updated>2017-03-12T22:05:53Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: +bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some [[nomadic]] [[groups]] have a '''warlord''' leader. In Fortress Mode you can eventually get the [[announcement]] popup that one of your dwarves or permanent residents, being the rightful heir,  has [[inherit]]ed the title of Warlord of a certain group.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229615</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229615"/>
		<updated>2017-03-12T22:05:38Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some [[nomadic]] [[groups]] have a warlord leader. In Fortress Mode you can eventually get the [[announcement]] popup that one of your dwarves or permanent residents, being the rightful heir,  has [[inherit]]ed the title of Warlord of a certain group.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229614</id>
		<title>Warlord</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Warlord&amp;diff=229614"/>
		<updated>2017-03-12T22:00:53Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[DF2014:Warlord]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229497</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229497"/>
		<updated>2017-03-04T15:01:22Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: +link update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Weapon material research]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162767.msg7359568#msg7359568 Minecarts]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162854.msg7365407#msg7365407 Minecarts powering a mill]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=163004.msg7379928#msg7379928 Waterwheels immune to waves]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. &lt;br /&gt;
* I love to stream my gaming sessions on [http://gaming.youtube.com/nagidal146| my youtube channel]. &lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Quotes=&lt;br /&gt;
* Lie Lie​: The looks in DF look retro as hell but it is a behemoth in﻿ terms of gameplay, no game has accomplished this.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229496</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229496"/>
		<updated>2017-03-04T14:57:08Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: + quote section, +quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Weapon material research]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162767.msg7359568#msg7359568 Minecarts]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162854.msg7365407#msg7365407 Minecarts powering a mill]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=163004.msg7379928#msg7379928 Waterwheels immune to waves]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. * I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://gaming.youtube.com/Nagidal146| my youtube channel].&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Quotes=&lt;br /&gt;
* Lie Lie​: The looks in DF look retro as hell but it is a behemoth in﻿ terms of gameplay, no game has accomplished this.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229495</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229495"/>
		<updated>2017-03-04T02:19:06Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Important Forum Posts */ _typo, fkin autocorrect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Weapon material research]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162767.msg7359568#msg7359568 Minecarts]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162854.msg7365407#msg7365407 Minecarts powering a mill]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=163004.msg7379928#msg7379928 Waterwheels immune to waves]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. * I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://gaming.youtube.com/Nagidal146| my youtube channel].&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229494</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229494"/>
		<updated>2017-03-04T02:18:26Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Important Forum Posts */ + link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Weapon material research]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162767.msg7359568#msg7359568 Minecarts]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162854.msg7365407#msg7365407 Minecarts powering a mill]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=163004.msg7379928#msg7379928 Waterwheels immune to saves]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. * I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://gaming.youtube.com/Nagidal146| my youtube channel].&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=229370</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=229370"/>
		<updated>2017-02-28T18:45:52Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* 24&amp;amp;times;24 */ +section 24&amp;amp;times;36&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
=Installation=&lt;br /&gt;
To use a specific tileset with Dwarf Fortress you must perform the following steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset to your computer. Each tileset is just an image, so there is no separate download link. ('''Right-Click''' on the tileset image and '''Save-As'''.)&lt;br /&gt;
# If necessary, convert the tileset to the correct image format for the version of DF you are using:&lt;br /&gt;
## For ''DF 0.28.181.40d'' or older: Open the file in an image editor and save it as a '''24-bit bitmap''' (BMP) if it isn't already in that format.&lt;br /&gt;
## For ''DF 0.31'' or newer: Open the file in an image editor and save it as a '''PNG'''  with ''transparency'' if it isn't already in that format.&lt;br /&gt;
# Move/Copy the file to the DF art directory (''&amp;lt;DF Dir&amp;gt;/data/art'').&lt;br /&gt;
# Edit the initialization configuration file (''&amp;lt;DF Dir&amp;gt;/data/init/init.txt'') to specify the tileset file to use. There are four locations that can be changed:&lt;br /&gt;
## Specify the tileset for a windowed display by setting the filename in the '''[FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen display by setting the filename in the '''[FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a windowed graphical display by setting the filename in the '''[GRAPHICS_FONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Specify the tileset for a full-screen graphical display by setting the filename in the '''[GRAPHICS_FULLFONT:''&amp;lt;filename&amp;gt;'']''' tag.&lt;br /&gt;
## Once you have made the changes you need to remember to save the file.&lt;br /&gt;
&lt;br /&gt;
If the selected tileset requires modifications to the Raws, you will have to make those edits.  What those changes are will depend on the tileset itself.&lt;br /&gt;
&lt;br /&gt;
Once the file is saved and the required changes are made, you are ready to play DF with your new tileset!&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;5==&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==7&amp;amp;times;7==&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8_ss.png|thumb|right|cheepicus_8x8 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8&lt;br /&gt;
|image=[[Image:cheepicus_8x8.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=An 8x8 tileset I made. Hand-made, mostly ASCII, with just a few special characters, like my other tilesets.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right|Dorten's smooth-walled version of Savok's tileset. (Without fix for 7s)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right|Qjet's solid-background mod of Dorten's smooth-walled edit of Savok's tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset.]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=I wanted every character in this set to be the very best text symbol it could possibly be, while still looking good in-game.&lt;br /&gt;
&lt;br /&gt;
A hidden feature of this tileset is that the border around the white tile only has its red color-component changed, which means that a nice clear grid shows up over (brown) designations, while (blue) ice walls still look perfectly smooth.&lt;br /&gt;
&lt;br /&gt;
[PILLAR_TILE:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:buddy--graphical.png]]&lt;br /&gt;
|author=buddy&lt;br /&gt;
|dated=2014-07-16&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|comments=The graphical version of my tileset.&lt;br /&gt;
&lt;br /&gt;
data/init/d_init.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[PILLAR_TILE:10]&amp;lt;br/&amp;gt;&lt;br /&gt;
[TREE_BRANCHES:171]&lt;br /&gt;
&lt;br /&gt;
raw/objects/creature_standard.txt:&amp;lt;br/&amp;gt;&lt;br /&gt;
[CREATURE:GOBLIN] ... [CREATURE_TILE:255]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==11&amp;amp;times;11==&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [[Tileset_repository#Hanuman|Hanuman's conversion]], this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right|cheepicus_12x12 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_12x12&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haberdash_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Haberdash|Haberdash]]&lt;br /&gt;
|dated=2014-07-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=Similar to [[Tileset_repository#Alloy|Alloy's conversion]], this is based on the default curses_800x600 tileset, converted to 12x12. I wrote a GIMP python plugin to add padding to bring each tile up to the required size, and then I manually tidied up the places where the images no longer went all the way to the edge of the tile. This ensures that the positioning of each image within each tile stays exactly the same as in the original tileset, but with a single pixel column added on both sides of the tile to bring it up to size. For people who like the 800x600 original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==13&amp;amp;times;13==&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kren_13x13.png]]&lt;br /&gt;
|author=[[User:Krenshala|krenshala]]&lt;br /&gt;
|dated=2015-12-27&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|comments=I wanted a tileset smaller than 15x15 that would still display nicely on a netbook (e.g. 1366&amp;amp;times;768), but still be clearly legible.  I think I have succeeded in that goal.  On a 1680&amp;amp;times;1050 display the resolution is 129&amp;amp;times;80 with this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==15&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right|cheepicus_15x15 sample]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_15x15&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_8x8x2_ss.png|thumb|right|cheepicus_8x8x2 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_8x8x2&lt;br /&gt;
|image=[[Image:cheepicus_8x8x2.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-4-3&lt;br /&gt;
|size=16&amp;amp;times;16 (doubled 8x8)&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I liked the font on my 8x8 tileset, but it was too small to use every day. So I doubled it and the result has a nice 8-bit feel.  Hand-made, mostly ASCII.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_18x18_ss01.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
[[Image:cheepicus_16x16_ss02.png|thumb|right|cheepicus_16x16 sample]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|title=cheepicus_16x16&lt;br /&gt;
|image=[[Image:cheepicus_16x16.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2014-5-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Mostly ASCII 16x16 with an art deco/Nixie tube inspired kind of font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kenran.png]]&lt;br /&gt;
|author=[[User:Kenran|Kenran]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=This tileset is for the most part identical to the great one by Kelora above. I fixed an error with the single lines and curves (used for instance for rivers on the world map) where two tiles didn't connect correctly. I also adjusted the diagonal walls a bit.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_sm.png]]&lt;br /&gt;
|author=[[User:RogueYun|Rogue Yun]]&lt;br /&gt;
|dated=2015-06-09&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=I recommend setting all the pillar tiles in d_init.txt to tile 10. Possible updates may be on [http://www.bay12forums.com/smf/index.php?topic=144897.0 this thread].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Zilk_16x16_screenshot.png|thumb|right|Preview with a high-contrast [[Color_scheme#Solarized|Solarized]] color scheme]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zilk_16x16.png]]&lt;br /&gt;
|author=[[User:Zilk|Zilk]]&lt;br /&gt;
|dated=2015-7-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset is based on Lord Nightmare's IBM CGA character set. I made a lot of minor modifications to clean the tiles up and give them symmetry in all directions. The result is a wide tileset that looks relatively similar to the default 8x12 curses tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==18&amp;amp;times;18==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer_20x20.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2017-01-10&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=Looks best at high resolutions, or on very large monitors.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_mod_T_preview.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_mod_T.png]]&lt;br /&gt;
|author=yobbo&lt;br /&gt;
|dated=2014-07-13&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=A modified version of Bisasam's 20x20 tileset above. Walls were changed to make smooth curves and circles, broken arrows were changed to look broken, periods and commas were raised to center more closely on the tile, the seed tile was changed to help distinguish the current level and the one below, and a leaf / root tile was added for the new trees. There may have been a couple other minor changes, but the feel of the tileset should still be the same.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses square 24.png]]&lt;br /&gt;
|author=DragonDePlatino&lt;br /&gt;
|dated=2015-06-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600&lt;br /&gt;
|comments=A larger hand-drawn version of curses_square_16. This was created to be as faithful as possible to the original tileset while taking advantage of the larger resolution.}}&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657.0 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;36==&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_1920x900.png]]&lt;br /&gt;
|author=IBM, I think&lt;br /&gt;
|dated=2017-02-28&lt;br /&gt;
|size=24&amp;amp;times;36&lt;br /&gt;
|resolution=1920&amp;amp;times;900 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;30 grid size)&lt;br /&gt;
|comments=Original curses_640x300.png enlarged to 300%. Good for FullHD displays.}}&lt;br /&gt;
&lt;br /&gt;
==32&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==64&amp;amp;times;64==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:hack_square_64x64.png|Not shown due to size]]&lt;br /&gt;
|author=Taywee&lt;br /&gt;
|dated=2016-06-21&lt;br /&gt;
|size=64&amp;amp;times;64&lt;br /&gt;
|resolution=1024&amp;amp;times;1024&lt;br /&gt;
|comments=Built this from the fantastic [https://github.com/chrissimpkins/Hack Hack] font, as I have a high-dpi monitor and wanted a good-looking text tileset of a decent resolution.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Square Tilesets for Edited Raws=&lt;br /&gt;
&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jolly12x12.png]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=137096.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=137096.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Non-Square Tilesets=&lt;br /&gt;
&lt;br /&gt;
==4&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==5&amp;amp;times;6==&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;8==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;9==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==6&amp;amp;times;10==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-10-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=6&amp;amp;times;10&lt;br /&gt;
|resolution=480&amp;amp;times;250&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There is a larger version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;15==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==8&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;14==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==9&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;12==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==10&amp;amp;times;16==&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==12&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Bedstead-20-df.png]]&lt;br /&gt;
|author=[[User:Bjh21|Ben Harris]]&lt;br /&gt;
|dated=2013-11-24&lt;br /&gt;
|size=12&amp;amp;times;20&lt;br /&gt;
|resolution=960&amp;amp;times;500&lt;br /&gt;
|comments=This is generated from my font [http://bjh21.me.uk/bedstead/ Bedstead], which in turn is based on the Mullard SAA5050 teletext character generator, with lots of extra glyphs of my own design.  There's a smaller version above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;20==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;24==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==16&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==20&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==24&amp;amp;times;32==&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Curses_1920x900.png&amp;diff=229369</id>
		<title>File:Curses 1920x900.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Curses_1920x900.png&amp;diff=229369"/>
		<updated>2017-02-28T18:40:36Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Original curses_640x300.png enlarged to 300%, resulting 24x36 per tile. Suitable for FullHD displays.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Original curses_640x300.png enlarged to 300%, resulting 24x36 per tile. Suitable for FullHD displays.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:No license from license selector|Don't know}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229170</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229170"/>
		<updated>2017-02-21T07:32:35Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Important Forum Posts */ + links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162260.msg7322155#msg7322155 Weapon material research]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162767.msg7359568#msg7359568 Minecarts]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162854.msg7365407#msg7365407 Minecarts powering a mill]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. * I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://gaming.youtube.com/Nagidal146| my youtube channel].&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229167</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229167"/>
		<updated>2017-02-21T00:40:05Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* About me */ cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. * I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://gaming.youtube.com/Nagidal146| my youtube channel].&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229166</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=229166"/>
		<updated>2017-02-21T00:38:17Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Useful links */ itemize + Important Forum posts section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
*[[DF2014:Status_icon]]&lt;br /&gt;
*[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
=Important Forum Posts=&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=160791.msg7192324#msg7192324 Workshop in burrows 1]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7363068#msg7363068 Workshop in burrows 2]&lt;br /&gt;
*[http://www.bay12forums.com/smf/index.php?topic=162809.msg7361800#msg7361800 Webbed Traps]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. &lt;br /&gt;
* I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://youtube.com/Nagidal146| my youtube channel]. &lt;br /&gt;
* I occasionally read the DF forums ([http://www.bay12forums.com/smf/index.php?action=profile;u=29436| my profile])&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Sheet&amp;diff=229158</id>
		<title>Sheet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Sheet&amp;diff=229158"/>
		<updated>2017-02-18T16:05:53Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: +stockpile storage info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:24, 30 January 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Sheets''' are used in the production of [[scroll]]s and [[quire]]s. Sheet can be made from either paper or parchment. They are stored under Sheet (top stockpile category).&lt;br /&gt;
&lt;br /&gt;
For more information see: [[paper industry]].&lt;br /&gt;
&lt;br /&gt;
==Paper==&lt;br /&gt;
Paper is made from cloth plants mashed into [[slurry]] (at a [[quern]]/[[millstone]]) and then pressed on a [[screw press]].&lt;br /&gt;
Both of these actions use the [[papermaking]] labor.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Sheet name&lt;br /&gt;
!Native Biomes&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]]&lt;br /&gt;
|Linen sheet&lt;br /&gt;
|[[Tropical]] [[Grassland]] or [[Savanna]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Jute]]&lt;br /&gt;
|Jute sheet&lt;br /&gt;
|[[Tropical]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]]&lt;br /&gt;
|Hemp sheet&lt;br /&gt;
|[[Temperate]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]]&lt;br /&gt;
|Cotton sheet&lt;br /&gt;
|[[Tropical]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ramie]]&lt;br /&gt;
|Ramie sheet&lt;br /&gt;
|[[Tropical]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]]&lt;br /&gt;
|Kenaf sheet&lt;br /&gt;
|[[Tropical]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]]&lt;br /&gt;
|Pig tail sheet&lt;br /&gt;
|[[Underground]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]]&lt;br /&gt;
|Rope reed sheet&lt;br /&gt;
|Not [[Glacier]], [[Mountain]], or [[Tundra]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Papyrus==&lt;br /&gt;
Papyrus sheets are made directly from [[papyrus sedge|the papyrus plant]] at a [[farmer's workshop]].&lt;br /&gt;
&lt;br /&gt;
==Parchment==&lt;br /&gt;
Parchment is made from [[hide]] and [[milk of lime]] at a [[tanner's shop]]. Parchment made from the [[hide]] of a [[cow]] is called vellum.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials }}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=228698</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=228698"/>
		<updated>2017-01-29T21:15:33Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Useful links */  + material science link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
[[DF2014:Status_icon]]&lt;br /&gt;
[[DF2014:Material_science]]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. &lt;br /&gt;
* I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://youtube.com/Nagidal146| my youtube channel]. &lt;br /&gt;
* I occasionally read the DF forums ([http://www.bay12forums.com/smf/index.php?action=profile;u=29436| my profile])&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=219072</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=219072"/>
		<updated>2015-05-21T22:40:36Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: +status icon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Useful links=&lt;br /&gt;
[[DF2014:Status_icon]]&lt;br /&gt;
&lt;br /&gt;
= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. &lt;br /&gt;
* I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://youtube.com/Nagidal146| my youtube channel]. &lt;br /&gt;
* I occasionally read the DF forums ([http://www.bay12forums.com/smf/index.php?action=profile;u=29436| my profile])&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Double-slit_method&amp;diff=208279</id>
		<title>DF2014 Talk:Double-slit method</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Double-slit_method&amp;diff=208279"/>
		<updated>2014-07-27T17:21:25Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: I'll verify this later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The general method still works fine, however, constructing walls on a tile a pump is sucking from does not seem to work, any more (stuck at &amp;quot;nearly done&amp;quot;, always &amp;quot;building site submerged&amp;quot;).&lt;br /&gt;
Thus, on the final level you'll have to build that wall after relocating the pump. Don't forget to build it, though, or there just might be too much water to evaporate once you're finished.&lt;br /&gt;
Someone please do screenshots etc and so on and stuff.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I went through the double-slit method last night step by step as listed and experienced no problems with it.  I don't know how constructing walls on a tile a pump is sucking from doesn't work - the constructing wall shouldn't be submerged if the pump is sucking water from it.&lt;br /&gt;
&lt;br /&gt;
:Nagidal, author of the article writes: From this description I can't understand at which point exactly you could not proceed. Somebody already reports no problems with it, so maybe you try again following the tutorial more closely. I am currently busy with an ongoing non-aquifer fortress in 40.04, I will try to verify the double-slit method as soon as I'm done with it. I might as well rework it taking Panando's shortcut shown in the linked youtube video. --[[User:Nagidal|Nagidal]] ([[User talk:Nagidal|talk]]) 17:21, 27 July 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:ELLIOTTCABLE/Starting_build&amp;diff=208268</id>
		<title>User:ELLIOTTCABLE/Starting build</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:ELLIOTTCABLE/Starting_build&amp;diff=208268"/>
		<updated>2014-07-27T12:19:36Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Post-embark preperation: */ - typo: preparation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is [http://ell.io/tt my] tweaked alternative to [[v0.31:Sample_Starting_Builds#Tatter.27s_Ragtime_Band|Tatter's build]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=4 style=&amp;quot;border-bottom: 3px solid grey&amp;quot; | &amp;lt;big&amp;gt;ELLIOTTCABLE's Twerking Band™&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Primary skill(s)&lt;br /&gt;
! Secondary skill(s)&lt;br /&gt;
! Tertiary skill(s)&lt;br /&gt;
! Relevant [[attributes]]&amp;lt;sup&amp;gt;'''*'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 |&lt;br /&gt;
; '''Commander / Broker:'''&lt;br /&gt;
: This will primarily be your mining dwarf, for the first few months of the game. Train up that pickaxe skill! Once your first [[trading|traders]] arrive, this dwarf will act as your [[broker]]. Later on, they'll be your first military-oriented dwarf, leading your army to [[fun|Greatness™!]]&lt;br /&gt;
:* Although they don't ''start'' with any [[Miner|mining]] skill, they'll level that up extremely quickly after your embarkation.&lt;br /&gt;
:* At the moment, we don't really know what [[social skills]] affect your broker's effectiveness to what extent. Given that the only skills we ''know'' affect his performance are [[Appraiser]] and [[Judge of Intent]], I've chosen to focus on those two, instead of shot-gunning all the social skills.&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[Miner|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Miner&amp;lt;/span&amp;gt;]]'''&amp;lt;sup&amp;gt;'''†'''&amp;lt;/sup&amp;gt;:'' '''&amp;lt;tt&amp;gt;0&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Appraiser|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Appraiser&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;'''&amp;lt;br&amp;gt;[[Judge of Intent|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Judge of Intent&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Armor User|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Armor User&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Endurance''' ‘slow to tire’, ‘indefatigable’&amp;lt;br&amp;gt;'''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Analytical''' ‘a sharp intellect’&amp;lt;br&amp;gt;'''Intuition''', '''Memory'''&amp;lt;br&amp;gt;'''Strength''', '''Toughness''', '''Willpower'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 style=&amp;quot;border-top: 3px solid grey&amp;quot; |&lt;br /&gt;
; '''Carpenter / Brewer:'''&lt;br /&gt;
: Getting everybody properly smashed, and then providing the beds for them to sleep on. What a considerate dwarf-gal.&lt;br /&gt;
:* Keeping your dwarves [[alcohol|in drink]], and building all of the furniture, are rather important (and time-intensive!) tasks. Try and keep this dwarf focused on his tasks; if you can afford the dwarf-time, get others to do the hauling for the Carpenter.&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[Carpenter|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Carpenter&amp;lt;/span&amp;gt;]]''':'' '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Brewer|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Brewer&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Endurance''' ‘slow to tire’, ‘indefatigable’&amp;lt;br&amp;gt;'''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Creativity'''&amp;lt;br&amp;gt;'''Agility''', '''Strength'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Primary skill(s)&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Secondary skill(s)&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Tertiary skill(s)&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Relevant [[attributes]]&amp;lt;sup&amp;gt;'''*'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 |&lt;br /&gt;
; '''Farmer / Jeweler:'''&lt;br /&gt;
: Generating riches for your dwarves' happiness (and for trading with the outside world) is generally a low-priority task that can be done in batches. That's a good thing, because farming is absolutely crucial; and one slip-up can cost you a harvest.&lt;br /&gt;
:* Make sure this dwarf, as well, stays on-task. Disable their hauling labors (except perhaps for ‘food’), and make sure they get to the fields on-time when the seasons hit.&lt;br /&gt;
:* I chose Gem ''Setting'' over the Gem ''Cutting'' from Tatter's build, because the skill-level in Cutting has no effect on value; whereas high skill-levels in ''Setting'' add value to the final product.&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[Grower|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Grower&amp;lt;/span&amp;gt;]]''':'' '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Gem Setter|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Gem Setter&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Creativity''', '''Focus'''&amp;lt;br&amp;gt;'''Agility''', '''Strength'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 style=&amp;quot;border-top: 3px solid grey&amp;quot; |&lt;br /&gt;
; '''Doctor:'''&lt;br /&gt;
: This is going to be one of your more idle dwarves at first (at least, we hope!) This one's a good candidate for all the hauling / wood-cutting labors that you've probably disabled on your other dwarves at first. (Poor Doc, kept running around doing the menial labour for everybody else!)&lt;br /&gt;
:* Your record-keeping doctor will need an office to do their best work. Why not tack one on your hospital? :P&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Diagnostician&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Bone Doctor|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Bone Doctor&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;'''&amp;lt;br&amp;gt;[[Surgeon|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Surgeon&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;'''&amp;lt;br&amp;gt;[[Suturer|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Suturer&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;'''&amp;lt;br&amp;gt;[[Wound Dresser|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Wound Dresser&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Record Keeper|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Record Keeper&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Analytical''' ‘a sharp intellect’&amp;lt;br&amp;gt;'''Empathy''' ‘an ability to read emotions’&amp;lt;br&amp;gt;'''Endurance''' ‘slow to tire’, ‘indefatigable’&amp;lt;br&amp;gt;'''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Intuition''', '''Memory'''&amp;lt;br&amp;gt;'''Agility''', '''Strength''', '''Toughness''', '''Willpower'''&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Primary skill(s)&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Secondary skill(s)&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Tertiary skill(s)&lt;br /&gt;
! style=&amp;quot;border-top: 3px solid grey&amp;quot; | Relevant [[attributes]]&amp;lt;sup&amp;gt;'''*'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 |&lt;br /&gt;
; '''Armorsmith / Cook:'''&lt;br /&gt;
: Until your food-economy really gets up steam, and your miners manage to strike metals, this dwarf might be a little bored. They're another good candidate for temporary hauling duty.&lt;br /&gt;
:* Once you ''do'' have access to metals, make sure to disable this one's hauling! This is too valuable a dwarf to waste on that, and should be either pumping out metal goods, or occasionally cooking lavish meals, at all times.&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[Armorsmith|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Armorsmith&amp;lt;/span&amp;gt;]]''':'' '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Cook|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Cook&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Analytical''' ‘a sharp intellect’&amp;lt;br&amp;gt;'''Endurance''' ‘slow to tire’, ‘indefatigable’&amp;lt;br&amp;gt;'''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Creativity'''&amp;lt;br&amp;gt;'''Agility''', '''Strength'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 style=&amp;quot;border-top: 3px solid grey&amp;quot; |&lt;br /&gt;
; '''Mason / Architect:'''&lt;br /&gt;
: In general, this dwarf will need to be kept free to immediately respond to any {{k|b}}uilding requests you may have. Especially with an early fortress, your Architect will be doing basically nothing but running around, constructing buildings.&lt;br /&gt;
:* This dwarf, specifically, will need the '''stone hauling''' labor enabled; that way, it can both plan ''and'' construct many buildings all by its lonesome.&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[Mason|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Mason&amp;lt;/span&amp;gt;]]''':'' '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Building Designer|&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Building Designer&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Analytical''' ‘a sharp intellect’&amp;lt;br&amp;gt;'''Endurance''' ‘slow to tire’, ‘indefatigable’&amp;lt;br&amp;gt;'''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Creativity'''&amp;lt;br&amp;gt;'''Agility''', '''Strength'''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 style=&amp;quot;border-top: 3px solid grey&amp;quot; |&lt;br /&gt;
; '''Weaponsmith / Mechanic:'''&lt;br /&gt;
: As [[mechanism|mechanisms]] are crucial to any functioning fortress, you should have this dwarf pumping them out at the earliest opportunity. Once you have enough of them stockpiled, and until you strike metal, you can have the Mechanic contribute to your general hauling / maintenance tasks.&lt;br /&gt;
|-&lt;br /&gt;
| '''''[[Weaponsmith|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Weaponsmith&amp;lt;/span&amp;gt;]]''':'' '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
| [[Mechanic|&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Mechanic&amp;lt;/span&amp;gt;]]: '''&amp;lt;tt&amp;gt;5&amp;lt;/tt&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;font-size: 75%&amp;quot; | '''Analytical''' ‘a sharp intellect’&amp;lt;br&amp;gt;'''Endurance''' ‘slow to tire’, ‘indefatigable’&amp;lt;br&amp;gt;'''Kinesthetic''' ‘sense of the position of own body’&amp;lt;br&amp;gt;'''Spatial''' ‘feel for the surrounding space’&amp;lt;br&amp;gt;'''Creativity'''&amp;lt;br&amp;gt;'''Agility''', '''Strength'''&lt;br /&gt;
|}&lt;br /&gt;
; '''Key:'''&lt;br /&gt;
: '''''Intensive skills''':'' Skills which can easily consume most of a dwarf's available time&lt;br /&gt;
: &amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Moodable skills&amp;lt;/span&amp;gt;: Skills which can generate a [[strange mood]]&lt;br /&gt;
&lt;br /&gt;
=== Post-embark preparation: ===&lt;br /&gt;
As soon as your dwarves reach the site, you can '''follow these steps''' to optimally configure your (currently) few dwarven resources.&lt;br /&gt;
# Turn on the '''mining''' labor for your Commander ({{k|u}}, select dwarf, {{k|c}}, {{k|p}}-{{k|l}}, select labor, {{k|return}}).&lt;br /&gt;
# Choose at least one (temporary) secondary miner; probably either the Doctor or Carpenter. Enable '''Mining''' for them as well.&lt;br /&gt;
# Immediately disable the various '''Hauling''' labors for your most important dwarves, that have better things to be doing (definitely the Architect, and probably the Farmer).&lt;br /&gt;
# Set the Commander as your '''militia commander''' and '''broker''' in the {{k|n}}obles screen. (They'll probably already be your '''expedition leader''', but you can't control that.) Set the Doctor as your '''chief medical dwarf'''.&lt;br /&gt;
# Choose a couple of the more [[Attribute#Body Attributes|tough and/or strong]] dwarves, and add them to a {{k|s}}quad with your Commander. If you get attacked before anything is really prepared, you can [[attack|follow these ‘simple’ instructions]].&lt;br /&gt;
# The exact order of initial tasks you undertake can vary on circumstances; but you have the skills in this set to do all of the following important tasks:&lt;br /&gt;
#* Plant some [[Farming#Subterranean Farming|underground farms]] with the seeds you brought (right?).&lt;br /&gt;
#* Start cooking [[Cook#Prepared Meals|lavish meals]] from any food you brought.&lt;br /&gt;
#* Get a [[Carpenter's Workshop]] or [[Mason's Workshop]] built, whichever material is more abundant for you; start churning out high-quality furniture for the basics of your fortress (chairs, tables, beds.)&lt;br /&gt;
#* If you chose to [[make your own weapons|DIY]] [[starting build#Finished product or do it yourself|your embarkation]] (i.e. didn't bring any pre-built weapons or picks or axes with you), get your [[Wood furnace]], [[Smelter]], and [[Metalsmith's Forge]] built to start pumping out those items. You may temporarily enable the '''Wood burning''' and '''Furnace operating''' labors on one of your dwarves (Doctor, or one of the Armorsmith / Weaponsmith, are good choices for this).&lt;br /&gt;
#* Get your [[Mechanic's Workshop]] up, and start churning out the dozens of [[Mechanism]]s you'll need to construct all the trap-related items one needs for a functioning, safe fortress.&lt;br /&gt;
# As soon as you can (i.e. after you receive otherwise-useless immigrants), disable all of the hauling labors for most of the rest of these dwarves, as they should be forming the backbone of your economy.&lt;br /&gt;
# Ditto military duties: all of the above, save the Commander, are industry-oriented. Remove them from your military squad(s) as soon as more suitable fighters arrive or can be trained.&lt;br /&gt;
&lt;br /&gt;
=== Notes: ===&lt;br /&gt;
* ('''*''') I've cross-referenced the relevant attributes here only as a reference. Don't stress too much over matching each dwarf's attributes to the attributes listed here in minute detail ... just try and avoid making an ''‘abysmally clumsy’'' dwarf your Carpenter &amp;lt;tt&amp;gt;:P&amp;lt;/tt&amp;gt;&lt;br /&gt;
* ('''†''') Mining is so easy to train that it's not worth spending at-embark levels on; nonetheless, it is both an intensive task, and the primary (intensive) labor of the Commander.&lt;br /&gt;
* As with the original build, I try to optimized such that each starting dwarf has A) only one '''moodable skill''', and B) basically only one '''‘time-intensive’ labor'''. (Only the Mechanic has two moodable labors. I couldn't figure out a way around this.)&lt;br /&gt;
* This makes no provision for immediate defense, other, perhaps, than the Commander. If you're embarking to a dangerous location, this may not be the best build. :P&lt;br /&gt;
* As with Tatter's build, the caveat about Armor User applies: we're simply spending our extra points on our Commander, trying to make them a better combatant. If you prefer to give them a specific weapon skill, go ahead. (The advantage of Armor User is being able to later promote them to Sheriff, without them being über-deadly to your criminals.) Similarly, it's debatable whether Armor User (which basically makes them faster in that full suit of steel armor that you're embarking with (right?)) or Shield User (which makes their blocks more successful) is a better choice.&lt;br /&gt;
* Leatherworking, Bowyer, or Clothier may be almost as desirable as Armorsmith or Weaponsmith, in some circumstances. If it applies to you (map with few metals, but may trees, for instance), you may consider those as replacements.&lt;br /&gt;
* Similarly, Engraver is an extremely valuable skill for [[Dining room#Happiness considerations|engendering happiness in your dwarfs]]; I decided on Mason over it, simply because it's less wasteful to train Engraver up (have them follow your miners around, engraving all your exploratory-mining tunnels, before they go and engrave your living quarters) after embark. However, it's still worth considering switching them out.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=106974.0#top_subject Dwarf Builder for OS X] hasn't been updated to &amp;lt;tt&amp;gt;v0.40&amp;lt;/tt&amp;gt; yet, so I haven't tested this there. I'm not sure if enough has changed to make any of this advice irrelevant; but I don't believe so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;tt&amp;gt;~~&amp;lt;/tt&amp;gt; Thanks for reading! If you liked my build, or have suggestions, [http://twitter.com/ELLIOTTCABLE let me know!] &amp;lt;tt&amp;gt;&amp;lt;3&amp;lt;/tt&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fishing_industry&amp;diff=208266</id>
		<title>Fishing industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fishing_industry&amp;diff=208266"/>
		<updated>2014-07-27T09:40:41Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Bugs */ No need to report a bug fixed in 0.40.01 in DF2014 namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''The fishing industry''' is one of five [[food]]-producing [[industry|industries]] (along with [[farming]], the [[meat industry]], the [[poultry industry]], and the [[beekeeping industry]]). In addition to sustaining your hungry dwarves, the fishing industry produces non-edible raw materials that can be used by your workshops, like [[shell]]s and [[extract]]s. Fishing is an excellent way to initially feed your dwarves, requiring very little setup or maintenance. Unfortunately, fishing is not sustainable; due to a [[#Bugs|bug]] fish populations will eventually be depleted and your fishing industry will grind to a halt.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
[[Fisherdwarf|Fishing]] is the primary activity associated with the fishing industry, as it is the main way to acquire fish. Fishing is unique in that unlike [[hunting]] or [[trapping]], dwarves need no special equipment to catch fish; they just pull the hapless critters right out of the water with their bare hands. The [[fish]] that they catch are usually [[vermin]] fish (or really aquatic animals in general, not just fish), which makes keeping track of stocks much more difficult. Each fish caught will each yield one meal, once prepared. Note that the presence of vermin fish on-screen does not signify there are fish there for fishing.&lt;br /&gt;
&lt;br /&gt;
If you simply tell your fisherdwarves to go fish, they will do so in the nearest source of water. Most water sources more than a few tiles in size have some stock of fish, but that doesn't necessarily mean that you want your dwarves fishing there; stocks of fish in bodies of water that do not [[flow]] are currently non-renewable.{{bug|2780}} Even large [[lake]]s may eventually run dry because of this bug, so the best source of fish is a [[river]], into which fish are constantly both arriving and leaving, giving you a rolling stock to catch.&lt;br /&gt;
&lt;br /&gt;
== Fishing Zone==&lt;br /&gt;
Fishing [[zone]]s are preferred areas to fish and changing [[standing orders]] to zone-only fishing with {{k|o}}-{{k|z}}, and then setting fishing to zone-only will force all fishing to be done in the zone. To set up fishing zones, designate a zone({{k|i}}) as usual, on shore tile adjacent to water. You can only set the zone to be used for {{K|f}}ishing if there is some fish-bearing water inside, or if it is not yet known if there are any fish there.  If there are no fish in a particular region, you will get the [[announcement]] &amp;quot;There is nothing to catch in the [region] swamps&amp;quot;, and designating a zone next to water in that region will show &amp;quot;0&amp;quot; for fishing.&lt;br /&gt;
&lt;br /&gt;
==Fish cleaning==&lt;br /&gt;
Freshly caught '''raw fish''' cannot be eaten; they must first be cleaned at a [[fishery]]. The presence of raw fish automatically triggers &amp;quot;Prepare a raw fish&amp;quot; to be queued up at the nearest fishery.  So long as you have enough [[fish cleaning|fish cleaners]] and [[fishery|fisheries]] to keep up with your fisherdwarves, fish cleaning should be an automated process. Raw fish is a classification in the [[stocks]] menu for fish that have yet to be cleaned, useful for seeing how backlogged the [[fishing industry]] is, or isn't.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf catches a fish, he will carry it off to the nearest stockpile and return to fishing; even if the dwarf has fish cleaning enabled, he will almost never perform the task on his catch, as fishing is regarded as higher-priority, even if fish in your stockpile are in danger of rotting.{{verify}} &amp;lt;!-- Since when do fish in a stockpile rot?? --&amp;gt; A rule of thumb is to have twice as many fish cleaners as fishers, as fishers generally catch fish faster than cleaners can process them. To this effect, mature fortresses often have dedicated cooks/brewers/fish cleaners tasked to their food preparation areas. It is especially important to have [[barrel]]s and/or [[large pot]]s in stock if you have a fishing industry, as openly stored fish rot very quickly.&lt;br /&gt;
&lt;br /&gt;
Once a fish is cleaned, it is known as a &amp;quot;prepared&amp;quot; fish, and can be immediately eaten. Animals with shells, like [[pond turtle]]s, will also leave behind their [[shell]]s, useful for the purposes of [[bone carving]] and appeasing [[strange mood|moody]] dwarves. Fish, both raw and prepared, can also be cooked into food at a [[kitchen]]; since this loses your shell, you probably want to disable this behavior for animals that have them ([[turtle]]s, [[mussel]]s, and [[oyster]]s).&lt;br /&gt;
&lt;br /&gt;
[[Pearl]]s are a as-of-yet unimplemented [[mussel]] and [[oyster]] product. Although you can tell your dwarves to decorate with pearl at a craftsdwarf's workshop, nothing will actually happen, as there are no pearls in the game; this is actually one of the longest-running and most obvious missing features, having persisted since 23a.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
You can buy processed fish at embark and from traders, in which case the key word is processed; they will always already be prepared, and will never require preparation or have a shell. Buying fish from [[caravan]]s is often a good idea if you do not have a strong fishing industry, as it adds to the dwarven diet variety, which is always a good thing.&lt;br /&gt;
&lt;br /&gt;
==Fish dissection==&lt;br /&gt;
Fisheries can also queue up a &amp;quot;capture a live fish&amp;quot; task; to fulfill this task a fisherdwarf will grab an [[animal trap]] and set it in the river, retrieving it when it catches something. Note that if no animal trap is available, the task will occupy the fishery forever, preventing its other functions from taking place. [[Captured live fish]] can serve as an attraction in an [[Cage|aquarium]], or be made into [[extract]]s with the &amp;quot;dissect a live fish&amp;quot; task at the fishery, using the [[fish dissection]] skill. In particular, dissected [[moghopper]]s yield five units of [[mog juice]], each worth 50☼, making it quite lucrative for something that would otherwise have served little more than a single meal.&lt;br /&gt;
&lt;br /&gt;
==Fish hunting==&lt;br /&gt;
Larger, non-vermin fish cannot be caught with bare hands for obvious reasons. Large fish like [[carp]] and [[shark]]s are individual [[creature]]s, and appear as such on the [[Menu|unit list]], and must be [[butcher]]ed, producing dozens or, in the case of [[whale]]s, hundreds of meat products. Note that fish hunting is mostly an oceanic activity - rivers will only ever have occasional carp runs and the like.&lt;br /&gt;
&lt;br /&gt;
Advanced fortresses located near the [[ocean]], a [[lake]], or large and well-occupied sections of [[river]] may make use of a fishing-adapted [[drowning chamber]]: a large room lined with all sorts of traps into which water is allowed to filter through via [[Screw pump|water pump]] pressure. No creature knows of the evils of the chambers as do the [[Merperson|merpeople]], whose numbers were, in the past, constantly reduced by dwarves seeking their extremely valuable innards.&lt;br /&gt;
&lt;br /&gt;
Large fish can be caught in or killed by [[trap]]s located along the river bottom. The issue is setting the traps and retrieving their bodies for butchering, both tasks that require a dry riverbed; this means that you must dam or redirect river flow, build the traps, funnel it back through, and then have a way to quickly get rid of the water (probably with [[screw pump]]s) so your dwarves can drag them back to the butcher's shop. Such river control, as well as the construction of genocidal chambers, is a fairly complex engineering project.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
For the most part, the fishing industry is self-sustaining. Have some fishers, have some fisheries, and have some fish cleaners, and everything should run smoothly. However, a big part of fishing inefficiency is hauling the fish from the river to the table; solving this requires bringing the river closer to home, necessary for [[well]]s as well and potentially doubling or even tripling your production as dwarves can toss fish right into the nearest food stockpile.&lt;br /&gt;
&lt;br /&gt;
The largest challenge in the fishing industry is ensuring the safety of your fisherdwarves. When working outdoors, they are susceptible to [[ambush]]ers. The process of building an artificial river is out of the scope of this article, but creating an internal fishery is easy once you have the [[pressure]] worked out: simply [[channel]] down to your river, just like with a well, and build some [[floor grate]]s, as dwarves have no trouble fishing through them. Doing so removes the danger of being far from home in case of a potential siege or ambush and keeps your fisherdwarves happily inside at all times.&lt;br /&gt;
&lt;br /&gt;
==Industry Flowchart==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
{{Skill Block|skill=[[Fishing]]&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
  |E|    |C|#ccc|L|#ccc|&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|E||&lt;br /&gt;
  |      |A|#ccc|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Live Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish cleaning|Fish&amp;lt;br&amp;gt;Cleaning]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|E|    |&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Workshop Block|workshop=Fishery|skill=[[Fish dissection|Fish&amp;lt;br&amp;gt;Dissection]]&lt;br /&gt;
  |color=6:0|&lt;br /&gt;
  |      |L|#EEE|      |&lt;br /&gt;
  |E|    |C|#EEE|L|#EEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#EEE|T|#EEE|A|#EEE|Extracts for trading&lt;br /&gt;
  |      |E||      |&lt;br /&gt;
}}&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
|-&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#AEE|      |&lt;br /&gt;
  |E|    |C|#AEE|L|#AEE|&lt;br /&gt;
  |      |A|#AEE|      |&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#AEE|C|#AEE|A|#AEE|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Item Block|title=Shell&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
  |²|#FFF|²|#FFF|²|#FFF|²|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{Item Block|title=Fish&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
  |α|#FFF|α|#FFF|α|#FFF|α|#FFF|&lt;br /&gt;
}}&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|A|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Food industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
{{Industry Block|industry=Industry{{!}}Craft industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*If you designate a fishing zone in an [[cavern|underground pool]], fishers will never give up fishing there even when there aren't any fish to catch. {{Bug|1854}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Block&amp;diff=206772</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Block&amp;diff=206772"/>
		<updated>2014-07-17T15:58:34Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Blocks vs. rocks */ No longer 5 blocks per pin. I can store 10 shale blocks in one bin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For area blocks of 48x48 tiles on a game map, see [[Region]].''&lt;br /&gt;
:''For &amp;quot;blocking&amp;quot; in combat, see [[Armor]].''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''block''' is a type of building material. [[Stone]] and [[wood]] can be shaped into blocks at a [[mason's workshop]] or [[carpenter's workshop]].  [[Glass]] can be formed as blocks at a [[glass furnace]], [[ceramic]] blocks (labeled as &amp;quot;bricks&amp;quot;) can be made at a [[kiln]], and [[metal]] blocks can be made at a [[forge]] from a single metal [[bar]] by a [[blacksmith]] (or, in the case of [[adamantine]], from '''four''' wafers). Blocks are mostly equal to bars, but are used differently and counts as a [[Item token|different type]] of items. Blocks do not have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
A single block is required in order to build a [[well]], [[screw pump]], or [[ashery]]. Blocks can also be used in place of raw stone or wood in [[road]]s, [[bridge]]s, [[workshop]]s and [[construction]]s (but not in items like [[craft]]s or [[furniture]]). [[Bridge]]s, [[support]]s, [[road]]s, and [[construction]]s built from rocks are called &amp;quot;rough&amp;quot; while the same built from blocks are not given that adjective. Stone blocks are sometimes used as materials during [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
==Blocks vs. rocks==&lt;br /&gt;
&lt;br /&gt;
The clearest distinction between a [[building]] built with a [[stone|boulder]] and building built with a stone block is that more buildings can be built of blocks, as each stone produces four blocks. Note that this does not apply to [[wood]], [[glass]], or [[ceramic]] blocks/bricks, which are only made in sets of 1; [[metal]] blocks are made in sets of 1, but since you get 4 bars at a time from smelting ore, the end result is equivalent to stone.&lt;br /&gt;
&lt;br /&gt;
Blocks have less volume and thus [[weight|weigh]] much less than raw forms of construction materials - stone blocks weigh only 6% as much as a boulder, and wooden blocks weigh 12% as much as the log from which they are carved. This weight difference can dramatically reduce hauling time, especially if you are using large amounts of materials. Forming metal bars into blocks makes no difference in regards to weight, though it does simplify the tracking of resources - if you use metal bars to build workshops and constructions, your [[stocks]] screen will still list them in the summary view, potentially misleading you into believing you have more available bars than you actually have.&lt;br /&gt;
&lt;br /&gt;
Building a bridge out of blocks instead of rocks also cuts the building time by two thirds, independent of clearing and hauling time. This difference in building time presumably extends to other buildings and constructions where you can choose between blocks and rocks. The appearance of [[bridge]]s and paved [[road]]s will be different depending on whether blocks or rocks are used. The use of blocks is indicated by the floor tile {{Tile|+|#FFF|#000}}, and the use of rocks is indicated by a rough ground tile {{Tile|≈|#FFF|#000}}.&lt;br /&gt;
&lt;br /&gt;
Unlike raw stone or wood, up to 10 blocks can be stored in each [[bin]] in bar/block [[stockpile]]s. This also can improve hauling time between stockpiles. A minecart can carry up to 83 blocks.&lt;br /&gt;
&lt;br /&gt;
Blocks are more valuable than rocks.  Blocks have a [[Value#Items with material but without quality|base value]] of 5, compared to the raw material value of 3 for stone, wood or glass.  Metal bars already have a base value of 5.&lt;br /&gt;
&lt;br /&gt;
Metal ores and economic stone will still produce multiple stone blocks if cut in a mason's workshop. However, this breaks use for any purpose other than building and [[strange mood]]s, such as [[reaction]]s: blocks of [[flux]] '''cannot''' be used for making [[pig iron]] or [[steel]], nor can blocks of [[ore]] be [[smelter|smelted]] into metal (without modding reactions). Note that &amp;quot;filler&amp;quot; blocks of [[raw adamantine]] are excellent for increasing [[artifact]] value without wasting too much adamantine on legendary doors, tables, etc.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=194457</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=194457"/>
		<updated>2013-11-30T13:59:22Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Nagidal */ more versions available now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for general information on [[tilesets]] or the [[List of user graphics sets|Graphics set repository]].''&lt;br /&gt;
&lt;br /&gt;
A '''character set''', or simply '''tileset''', is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII). They are used to display the main graphics.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Main:List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file (40d or earlier) or PNG file (v0.31+). Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you keep [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the .txt file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16&amp;amp;times;16 tiles. Those are listed [[List_of_user_character_sets#16.C3.9716_tilesets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
(Note: The up and down ramps are reversed.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Alloy ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Alloy_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Alloy|Alloy]]&lt;br /&gt;
|dated=2010-12-3 - v1.1&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native.&lt;br /&gt;
|comments=Much like [http://df.magmawiki.com/index.php/Tileset_repository#Hanuman Hanuman's] conversion, this is based on the default curses_640x300 tileset, converted to 12x12. There are no significant modifications to the tiles, smoothing, etc - just some cosmetic changes mostly to take advantage of 4 extra horizontal pixels. For people who like the original tileset's look and size but want a square version of it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bisasam ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_20x20_ascii_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_20x20_ascii.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-05-15&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 (80x25 grid size); 1600&amp;amp;times;1000 (80x50 grid size)&lt;br /&gt;
|comments=This is the 20x20 version of my 24x24 tileset. Graphical tiles have been replaced by ASCII ones. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1600.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_24x24_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_24x24_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Bisasam_24x24.png|Not shown due to size]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-01&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80x25 grid size); 1920&amp;amp;times;1200 (80x50 grid size)&lt;br /&gt;
|comments=Inspired by the Terminus24 tileset, I created this square 24x24 tileset. Almost all symbols have been redrawn antialiased; so a DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1920.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cheepicus ===&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_12x12_ss.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:cheepicus_12x12.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2010-8-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=I wanted a 12x12 ASCII graphics set, sharp, with pleasant text, so I wound up making one myself from scratch. It's a little influenced by Guybrush, which I love, but after awhile the blurriness got to me.&lt;br /&gt;
&lt;br /&gt;
(This tileset is not entirely ASCII; I changed the equals sign to a pattern, so that stockpiles would look the way I like.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:cheepicus_15x15_ss1.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:cheepicus_15x15.png]]&lt;br /&gt;
|author=[[User:Cheepicus|Cheepicus]]&lt;br /&gt;
|dated=2012-5-6&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1200&amp;amp;times;375&lt;br /&gt;
|comments=I find the text hard to read in most other tilesets, so I made a new one.  Mostly ASCII with a few graphical nods.  Lower right char is for PILLAR:255 in df_init.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ddw ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:ddw.png]]&lt;br /&gt;
|author=[[User:Ddw|Ddw]]&lt;br /&gt;
|dated=2011-03-10&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native&lt;br /&gt;
|comments=Based on Anikki, with some simplifications and modifications. I like Markavian's walls, so I did something similar. The bottom right tile, number 255, I use for pillars. You can set that in your d_init.txt, the line should look like [PILLAR_TILE:255] &lt;br /&gt;
[http://www.dougwhiteley.co.uk/images/ddw_shot.png Example].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== DDR ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls example screenshot.jpeg|thumb|right|A dwarf practicing archery. He died later.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown curses 12x12 &amp;amp; Markvii Walls.png]]&lt;br /&gt;
|author=DDR &amp;amp; Others&lt;br /&gt;
|dated=2010-9-3&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=A remix of the Unknown 12x12 curses with Markvii's diagonal walls. Works quite nicely together.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dorten ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differences.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls7.png]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Minor tweak so the 7's don't look like question marks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DortenSolidex1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DortenSolid.png]]&lt;br /&gt;
|author=[[User:Qjet|Qjet]]&lt;br /&gt;
|dated=2009-2-13&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Mod of Dortens super sexy 9*9 tileset, this time to provide solid backgrounds to tiles, avoids designation problems by using PNG transparency.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gekz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:terminus-sc.png|thumb|right|Terminus Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terminus.png]]&lt;br /&gt;
|author=[[User:Gekz|Gekz]]&lt;br /&gt;
|dated=2010-1-08&lt;br /&gt;
|size=11&amp;amp;times;11&lt;br /&gt;
|resolution=880&amp;amp;times;275&lt;br /&gt;
|comments=This works great on my EeePCs shoddy resolution of 1024x600, and this is why I made it. This is basically the [http://www.is-vn.bg/hamster/ Terminus font] converted for use on DF. I chose this font due to its readability at a low resolutions, and soon I'll convert some of the non-letter characters into actually objects like beds and dwarves, so keep a look out for an updated version that I'll add below.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=47570.0 This forum thread] has the slightly 'graphical' test version. Quite amusing. Check there for updates.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hanuman ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|dated=2008-7-23&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|dated=2007-11-2&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Jdpage ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jdpage_8x8.png]]&lt;br /&gt;
|author=[[User:Jdpage|Jdpage]]&lt;br /&gt;
|dated=2010-09-15&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Modified version of the [[#Anikki|Anikki]] 8x8 tileset. Just prettifies it a bit; some characters are tweaked to make them work slightly better for one of their jobs without disturbing the rest. Others are redesigned entirely. Most importantly, dwarves were given beards.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Dullard ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Dullard_Exponent_12x12.png]]&lt;br /&gt;
|author=Lord Dullard/Exponent&lt;br /&gt;
|dated=2009-3-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=Adjusted by Exponent, and with new dwarf characters added. A version of the Unknown 12×12 tileset with smoothed walls. Example: [http://mkv25.net/dfma/map-5243-wiltedblight Wiltedblight].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2008-6-6&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:LN_EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. I also made a [[:Image:Nostalgia_1440x450_3e4a08.png|18x18 version]] to fit my 1440x900 screen, back when the aspect ratio of DF was locked. If you like your set a bit more graphical, check out [[:Image:Teeto_K_18x18.PNG|Teeto_K's version]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-12-4&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nagidal ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagidal_classic_24x24.png|thumb|right|Nagidal's 24&amp;amp;times;24 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nagidal24x24shade.png]]&lt;br /&gt;
|author=[[User:Nagidal|Nagidal]]&lt;br /&gt;
|dated=2012-06-07&lt;br /&gt;
|size=24&amp;amp;times;24&lt;br /&gt;
|resolution=1920&amp;amp;times;600 (80&amp;amp;times;25 grid size); 1920&amp;amp;times;1080 (80&amp;amp;times;45 grid size)&lt;br /&gt;
|comments=I love the original curses_640x300, but could not find anything like it for full HD gameplay, so I made this. There is also a [[:Image:Nagidal24x24.png|non-shaded version]], [[:Image:Nagidal24x24Beards.png|non-shaded bearded version]], and [[:Image:Nagidal24x24shadeBeards.png|shaded and bearded version]].&lt;br /&gt;
For further info see [http://www.bay12forums.com/smf/index.php?topic=101657 this forum thread].}}&lt;br /&gt;
&lt;br /&gt;
=== Pastiche ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Pastiche_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=A mishmash of the CGA, Acorn and C64 character fonts (and just a hint of Fixedsys), with a few pixels nudged here and there and several symbols shifted to make world maps look nicer.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Paul ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|dated=2008-9-5&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Potash ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_8x8.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=I like packing as much on the screen as I can, but 8&amp;amp;times;8 is just too crowded for 1920&amp;amp;times;1080 fullscreen. I intended to make a 10&amp;amp;times;10 version of Pastiche, but I had to make countless little changes to maintain visual consistency between the two sizes. I finally gave up, called it a new font, and changed some more stuff just because! Like Pastiche, Potash is a pure ASCII/CP437 font, suitable for use outside of Dwarf Fortress should you happen to find yourself stuck in 1985.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Potash_10x10.png]]&lt;br /&gt;
|author=[[User:Tejón|tejón]]&lt;br /&gt;
|dated=2012-6-12&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 @ 80&amp;amp;times;25.&lt;br /&gt;
|comments=The &amp;quot;full size&amp;quot; version of Potash. I insist on using a square font to maintain sanity when judging sizes and distances, but I'm not a fan of how text usually looks with square glyphs -- the letters are either too wide, or spaced too far apart. I've tried balance those two flaws against each other as much as possible, and I think this font is very readable as a result. Nearly all the 10&amp;amp;times;10 glyphs have empty borders on all four sides, to prevent confusing (or just ugly) connections between adjacent tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=There is no doubt that this tileset is old. This must be distinctly understood if anything wonderful is to come of your use of it. You may like [[List_of_user_character_sets#Dorten|Dorten's revision]] more. The following is the original description:&amp;lt;br&amp;gt;I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sir Henry ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Sir_Henry%27s_32x32.png|Not shown due to size]]&lt;br /&gt;
|author=Sir Henry&lt;br /&gt;
|dated=2009-8-19&lt;br /&gt;
|size=32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=Recently I learned of a monitor displaying 2560 pixels horizontally, and I decided it needed a tileset to put to use. Taking the tileset I use (Kelora 16x16 diagonal) and doubling it, I was able to get a decent tileset. Smoothing the edges, and redoing some glyphs to get a better look (or just messing up some to bad to fix), I was able to achieve this. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Taffer ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Taffer.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Taffer 10x10.png]]&lt;br /&gt;
|author=[[User:Taffer|Taffer]]&lt;br /&gt;
|dated=2012-03-07&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=Looks decent at almost any resolution.&lt;br /&gt;
|comments=A sharp looking, vanilla styled tileset that strives to strike a good balance between nice, attractive graphics, while avoiding graphical oddities.  I find the cumulative differences from the ASCII add to the game. Feel free to leave me a [http://dwarffortresswiki.org/index.php/User_talk:Taffer note]. This has turned into a [http://dffd.wimbli.com/file.php?id=7767 graphics set], and includes alternate walls, fonts, and racial graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Talryth===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Talryth_square_15x15.png]]&lt;br /&gt;
|author=[[User:Talryth|Talryth]]&lt;br /&gt;
|dated=2010-06-18&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&lt;br /&gt;
|comments=Built from scratch, this ASCII tileset is made with two common 16:10 resolutions in mind. The odd tile size fills the above resolutions without artifacts and it gives an advantage in design, making for sharp features and equal spacing between characters. The manual anti-aliasing gives the set a nice and clean look. Transparent PNG support is needed for this one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Teeto_K===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|dated=2008-10-24&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Terbert ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Terbert_10x10.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250&lt;br /&gt;
|comments=This is Terbert's First tileset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Turnip ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Rev7.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Markvii.png]]&lt;br /&gt;
|author=[[User:Turnip|Turnip]]&lt;br /&gt;
|dated=2009-7-9&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=My revision of Markavian's tileset, made to be more &amp;quot;curvy&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|dated=2007-11-24&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Vidumec===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_nice_curses_12x12.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_12x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-30&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300 native&lt;br /&gt;
|comments=This tileset is a square version of Plac1d's tileset with some modifications, like duller ground tiles and other.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_screen1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vidumec_15x15.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2011-09-05&lt;br /&gt;
|size=15&amp;amp;times;15&lt;br /&gt;
|resolution=1440&amp;amp;times;900 (96&amp;amp;times;60 grid size)&amp;lt;br/&amp;gt;1680&amp;amp;times;1050 (112&amp;amp;times;70 grid size)&amp;lt;br/&amp;gt;Actually looks good on any resolution&lt;br /&gt;
|comments=I liked the great Talryth square 15x15 very much! However dwarves tiles were a litlle bit out of the style, so I changed them to default-like ones. Also added background so the there is no more black background which with bright ASCII was hard to my eyes. Again thanks to Talryth for his amazing job!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Oreslam_1900x1200_20x20_screenshot.png|thumb|right|yayo's Oreslam Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Oreslam_1920x1200_20x20.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2009-09-12&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1920&amp;amp;times;1200&lt;br /&gt;
|comments=Name: Yayo's Oreslam; Just like the previous one, this tileset is named according to the dwarf language: or-es-lam means &amp;quot;Large Clear Stone&amp;quot;. I decided to create this tileset to fit my usual screen resolution (1920x1200). I tried giving it a clean look. To use it in windowed mode try these settings in the init file: WINDOWEDX:1900, WINDOWEDY:1160, GRID:95:58.}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Square tilesets for edited raws ==&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
===Crazy 8x8s===&lt;br /&gt;
&lt;br /&gt;
[[Image:Crazy 8x8s earlyfort.png|thumb|right|PigtailLlama's Crazy 8x8s tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Crazy 8x8s.png]]&lt;br /&gt;
|author=PigtailLlama&lt;br /&gt;
|dated=2012-6-14&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= They're a collaboration of 8x8 tiles I made, in the standard monotone style - They're great if you want to give your game a bit of a Commodore 64 feel to it, or if you're tired of vanilla dimensions. You also get a boatload of extra tiles to customize and personalize your own set!&lt;br /&gt;
:''See [http://www.bay12forums.com/smf/index.php?topic=126363.0 Forum Thread] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Grim Fortress===&lt;br /&gt;
&lt;br /&gt;
[[Image:Grim Fortress Logo.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Grim Fortress sample tileset.png]]&lt;br /&gt;
|author=Lightrow&lt;br /&gt;
|dated=2013-2-3&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified &amp;quot;BLACK&amp;quot; value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name &amp;quot;Grim Fortress&amp;quot; fits well. &lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=122421.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Jolly Bastion ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Jolly Bastion Screenies2-1.png|thumb|right|Jolly Bastion screenshot]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Jollyb2-2.jpg]]&lt;br /&gt;
|author=Alexander Ocias&lt;br /&gt;
|dated=2012-3-11&lt;br /&gt;
|size=12&amp;amp;times;12 (also available in 9&amp;amp;times;12)&lt;br /&gt;
|resolution=1024&amp;amp;times;768&lt;br /&gt;
|comments= Dwarf Fortress looks too serious and gritty, especially when it's filled with so much fun, ☼Fun☼ and comedy. There are four main handy-dandy aspects of this mod: Injecting some more personality and brightness into the visuals; Making important stuff easier to see, smoothing over unimportant things (9x12 or 12x12 ASCII!); Delicious icon :D&lt;br /&gt;
:''See  [http://www.bay12forums.com/smf/index.php?topic=104261.0 Official Forum Page] for download and installation details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets ==&lt;br /&gt;
&lt;br /&gt;
The 16&amp;amp;times;16 tilesets are a subset of square character sets. 16&amp;amp;times;16 is a frequently used size, as shown by the number of tilesets in this section. This is probably because all of the best creature graphics sets use 16&amp;amp;times;16 tiles. Those alternate sets for creatures can be found at [[graphics sets]]. '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Aesomatica ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Aesomatica_16x16.png]]&lt;br /&gt;
|author=[[User:Aesomatica|Aesomatica]]&lt;br /&gt;
|dated=2008-11-29&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Tileset intended to build upon [[User:Sphr|Sphr's]] and [[User:Jackard|Jackard's]] work, as well as others. Some tiles are original, some are variants and most are copied from various sets the author found pleasing. Notable originals include the broken bolt/ashes tiles, the ballista heads/large hills, the small hills, the ore (gear animation is pleasing, though axle animation is unimproved), ground tiles, and vermin. Also, bins look decent and up/down stairs look okay. This set looks its best with Sphr's graphics.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|dated=2008-7-27&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Anno ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anno_16x16.png]]&lt;br /&gt;
|author=[[User:AbuDhabi|AbuDhabi]]&lt;br /&gt;
|dated=2011-03-19&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on Anikki's 16x16 tileset, but smoothed/enhanced and with the dwarf images reworked.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Bisasam ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Bisasam_16x16_preview.png|thumb|right]]&lt;br /&gt;
[[Image:Bisasam_16x16_preview_stocks.png|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Bisasam_16x16.png]]&lt;br /&gt;
|author=Bisasam&lt;br /&gt;
|dated=2010-01-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is the 16x16 version of my 24x24 tileset. A DF version supporting transparent PNGs must be used. In order to use unscaled tiles, horizontal resolution must be at least 1280.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Cooz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cooz_Tileset_Screenshot.png|thumb|right|Cooz's Tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Cooz_curses_square_16x16.png]]&lt;br /&gt;
|author=[[User:Cooz|Cooz]]&lt;br /&gt;
|dated=2009-2-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=v1.1 - 3px wide walls and some other tweaks. Based on Klokjammer and Marble Dice tilesets. Some tiles were taken from other sets, some were made from scratch. The aim was to keep feel of default curses font in 16&amp;amp;times;16 tileset. There's also [http://i.imgur.com/rKRKz.png version without shading].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-11-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[40d:Graphics_set_repository#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|dated=2008-5-18&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kelora ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|dated=2009-7-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. I love it and my husband has been happily playing it for months.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kelora_16x16_diagonal-clouds.png]]&lt;br /&gt;
|author=[[User:Kelora|Kelora]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=&lt;br /&gt;
|comments=A square tileset using the diagonal wall concept from Belal and others but simplified drastically to improve the appearance. All the walls line up correctly and have consistent widths.&lt;br /&gt;
I did not use much of the pretty but confusing art I see in many of the other sets. I tried for a while to incorporate many of these but found that with the multiple uses for most characters they were just wrong far too often to be useful. The only ones that seem to work are the dwarves which I took from Flying Mage / Guybrush. The pretty 3Dish fonts as well just seem to look muddier and be less legible. This tileset is a copy of my first with more realistic clouds I hope.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|dated=2007-10-31&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nordic Curses ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DF-Nordic_v1.png]]&lt;br /&gt;
|author=[[User:Techhead|Techhead]]&lt;br /&gt;
|dated=2009-3-26&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=My first attempt at a unique curses-style tileset with a Nordic Theme. Some characters have been altered.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|dated=2007-11-21&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Random832 ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Msgothic.png]]&lt;br /&gt;
|author=[[User:Random832]]&lt;br /&gt;
|dated=2009-4-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;800 etc&lt;br /&gt;
|comments=Based on the ＭＳ ゴシック (MS Gothic) japanese font, with some gaps filled in from the VGA 8x16 font, and some other characters tweaked by hand.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Raving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Raving_1280x400.png]]&lt;br /&gt;
|author=[[User:RavingManiac|RavingManiac]]&lt;br /&gt;
|dated=2010-3-13&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A heavily modified version of Tyrving's tileset, with smoothed walls based on those from Tahin's. This tileset was made to retain the feel of the original curses in a square tileset with smoothed walls.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1920 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|dated=2008-7-22&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.  ''Note: Bins are hard to see using this tileset because the &amp;quot;bin&amp;quot; tile is also used as the &amp;quot;up/down staircase&amp;quot; tile.  [[Tileset_repository#Aesomatica |Aesomatica]] and [[Tileset_repository#Martin|Martin]] improve upon this tileset making the bin tile easier to see.''&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|dated=2008-6-16&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|dated=2007-12-28&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|dated=2008-2-15&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-11-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets for edited raws==&lt;br /&gt;
:''If you cannot find the altered raws of a tileset for your version of Dwarf Fortress have a look at the [[Raw tile selector]] tool.''&lt;br /&gt;
&lt;br /&gt;
These tilesets require modified [[raws]] to work properly. Specifically, the tile numbers assigned to some objects (critters, stones, plants) need to be changed and accented characters usually need to be removed from all languages.&lt;br /&gt;
&lt;br /&gt;
=== Belal ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Belal_Example.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Belal_Smooth_Walls.png]]&lt;br /&gt;
|author=[[User:Belal|Belal]]&lt;br /&gt;
|dated=2009-1-9&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the Mike Mayday tileset and using angled smoothed walls as in [[User:Dorten|Dorten's]] Tileset.  I like the look of the walls for doing near circular or honeycomb layouts. [http://mkv25.net/dfma/poi-9935-seethewallshere Example Fort] &lt;br /&gt;
}}&lt;br /&gt;
=== Darkond Digs Deeper ===&lt;br /&gt;
&lt;br /&gt;
[[Image:DarkondDigsDeeper_16x16.png |thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DarkondDigsDeeper_16x16.png ]]&lt;br /&gt;
|author=[[User:Darkond2100|Darkond2100]]&lt;br /&gt;
|dated=2010-3-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=I like Dig Dwarfier, but I don't like their tileset so much. I fused DigDeeperNEW_16x16 with Aesomatica_16x16 to make this. I just took what I liked and put it in. I hope that others like it too! This will work with Dig Dwarfier v0.85, I am not yet aware of whether or not it will work with Dig Deeper put into vanilla.  &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dwarfletter ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfletter1.png|thumb|right|Dwarfletter - Stockpile]]&lt;br /&gt;
&amp;lt;!--[[Image:Dwarfletter2.png|thumb|right|Dwarfletter - Status screen - font]]&lt;br /&gt;
[[Image:Dwarfletter3.png|thumb|right|Foliage]]&lt;br /&gt;
[[Image:Dwarfletter4.png|thumb|right|Ballista]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:DwarfletterGothic.PNG]]&lt;br /&gt;
|author=LordZorinthrox&lt;br /&gt;
|dated=2009-7-20&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=[[http://dffd.wimbli.com/file.php?id=1205|Download here]]&amp;lt;br /&amp;gt;&lt;br /&gt;
;see also &lt;br /&gt;
:[[:File:Dwarfletter2.png|Status screen - Font]]&lt;br /&gt;
:[[:File:Dwarfletter3.png|Foliage]]&lt;br /&gt;
:[[:File:Dwarfletter4.png|Ballista]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flying Mage ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|dated=2008-4-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Gold Plated ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Gold_Plated_preview.png|thumb|right|Presentation of Gold Plated (v.1)]]&lt;br /&gt;
[[Image:Gold_Plated_text_preview.png|thumb|right|Text preview(v.1)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold_plated_16x16_v2.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Jun-17 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is updated. Improvements complete. Some tiles were redrawn and corrected.&lt;br /&gt;
This tileset contains the best graphic tiles (in my opinion) that were collected from many other tilesets and other games; I took [[User:Lemunde|Lemunde's]] tileset as a basis (thanx a lot, Lemunde). Some of tiles were drawn by me. Many tiles were reworked and improved with some additional colours. I hope you enjoy with this tiles. ;)&lt;br /&gt;
&lt;br /&gt;
[[http://dffd.wimbli.com/file.php?id=2021 Graphical version of DF2010 v0.31.08 with Gold Plated tileset]]&lt;br /&gt;
[[http://www.bay12games.com/forum/index.php?topic=49479.0 Discussion of this tileset is here]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold Plated (bmp-version)'''&lt;br /&gt;
[[Image:Scrdf01.png|thumb|right|Preview of Gold Plated (bmp-version)]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Gold-plated-bmp-16x16.png]]&lt;br /&gt;
|author=[[User:DrD_AVEL|DrD_AVEL]]&lt;br /&gt;
|dated=2010-Apr-02 &lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Gold Plated is redrawn to magenta BMP. So you can use it with versions of DF2010, that don't understand .png (v31.01). This is a preliminary version for DF2010, but it works well. Don't forget to convert this image to '''.bmp''' before use in new version. Enjoy! ;) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== hermano ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Hermano example.png|thumb|right|example]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Hermano.png]]&lt;br /&gt;
|author=[[User:hermano|hermano]]&lt;br /&gt;
|dated=2010-2-6&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=A tileset with colored backgrounds that keeps texts readable. It uses tiles from belal and ranting rodent. &lt;br /&gt;
A Package for 0.31.16 (df2010) can be downloaded [http://dffd.wimbli.com/file.php?id=2031 here].&lt;br /&gt;
The altered raws for 40d# can be downloaded [http://dffd.wimbli.com/file.php?id=1838 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Isenhertz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|dated=2008-7-14&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lemunde ===&lt;br /&gt;
[[Image:LemundeTilesetPreview2.png|thumb|right|Lemunde's Tileset.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lemunde_16x16.png]]&lt;br /&gt;
|author=[[User:Lemunde|Lemunde]]&lt;br /&gt;
|dated=2010-6-11&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modified version of Mike Mayday's/Herrbdog's tileset. It has a more textured feel to the walls and makes heavy use of the new transparency features to make some of the tiles a little more dynamic.  You can view a preview map [http://mkv25.net/dfma/map-7000-dragonskull here].  I recommend changing the sky settings in the init.txt file to [SKY:249:1:0:0] for a more natural look.&lt;br /&gt;
&lt;br /&gt;
Update June 11, 2010: Updated to work with the 31.xx versions of Mike Mayday's set.  It will probably not look right using it with vanilla Dwarf Fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Martin ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Martin_16x16_sample.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Martin_16x16.png]]&lt;br /&gt;
|author=[[User:Martin|Martin]]&lt;br /&gt;
|dated=2009-8-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a 16x16 tileset based on Redjack and Flying Mage sets (and possible tiles taken from others that I've since lost track of - apologies). Some tiles are original or have been tweaked, mainly to provide a much more subtle background than most. A completely new character set is used to improve legibility, tweaked and anti-aliased for dark backgrounds. &lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1316 Download]&lt;br /&gt;
[http://mkv25.net/dfma/map-6239-lashedwines Demo fortress at DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Phoebus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phoebus_16x16.png]]&lt;br /&gt;
|download link=[http://www.bay12forums.com/smf/index.php?topic=57557.0]&lt;br /&gt;
|author=[[User:Phoebus|Phoebus]]&lt;br /&gt;
|dated=2011-04-04&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=For more information, and to download the full package, see the thread on the official forums: [http://www.bay12forums.com/smf/index.php?topic=57557.0 Phoebus' Graphic Set]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Phssthpok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Phssthpok_16x16.png]]&lt;br /&gt;
|author=[[User:Phssthpok|Phssthpok]]&lt;br /&gt;
|dated=2010-03-07&lt;br /&gt;
|size=16&amp;amp;times;16, 24&amp;amp;times;24, 32&amp;amp;times;32&lt;br /&gt;
|resolution=2560&amp;amp;times;800&lt;br /&gt;
|comments=A high resolution tileset with a focus on readable text, simple shaded shapes, and plenty of negative space. Uses PNG transparency features in 40d16 and newer. Requires [http://dffd.wimbli.com/file.php?id=794 RantingRodent's edited raws].&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 32x32.png|32x32 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 24x24.png|24x24 version]]&lt;br /&gt;
&lt;br /&gt;
[[:Image:Phssthpok 16x16.png|16x16 version]]&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/map-8189-blockadewhips Sample Fortress]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== SL ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|dated=2008-8-3&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Spreggo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Autonomous_Font_example.png|thumb|right|The Autonomous Font in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Autonomous_Font.png]]&lt;br /&gt;
|author=Spreggo&lt;br /&gt;
|dated=2009-2-2&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Started off inspired by Belal's diagonal support, and ended up doing almost every tile from scratch. Added different tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Synergy ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Synergy.png]]&lt;br /&gt;
|author=[[User:Dvorovic|Dvorovic]]&lt;br /&gt;
|dated=2010-10-8&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Tileset based on DrD_AVEL's, Phoebus', Ironhand's projects. [http://dffd.wimbli.com/file.php?id=2983 Download] [http://mkv25.net/dfma/map-9553-ardentdikes Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|dated=2008-3-24&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
=== Tigrex ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3d.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-2-22&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is my tileset, modified from Dorten's 2d diagonal wall set.  It incorporates many original creations of mine, and I hope you like it.}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:tigrex3drunes.PNG]]&lt;br /&gt;
|author=[[User:Tigrex|Tigrex]]&lt;br /&gt;
|dated=2009-4-10&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This is a modification of the above, that takes advantage of Norse runes for a more authentic Dwarven experience.  CAUTION!  This tileset has little practical value, and may induce myopia, blindness, or death.}}&lt;br /&gt;
&lt;br /&gt;
=== Tim's ===&lt;br /&gt;
&lt;br /&gt;
[[Image:example_tims.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tims_16x16.png]]&lt;br /&gt;
|author=[[User:Timmeh|Timmeh]]&lt;br /&gt;
|dated=2009-8-12&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A tileset using heavily modified versions of the diagonal walls from Belal's set, a modified version of the floor from Spreggo's set, most of the furniture and objects are from Flying Mage's set, and some various other bits and pieces from other sets.  Replaces the black box that normally surrounds the walls with a copy of the floor tile.  [http://mkv25.net/dfma/map-5740-foresthold Example Fort]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but square buildings do not appear square on the map.&lt;br /&gt;
&lt;br /&gt;
=== Andux ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_cp866ish.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2011-05-03&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A [http://en.wikipedia.org/wiki/Code_page_866 CP866]-based version of the default curses_640x300 tileset. Note that characters 240-255 were not all updated, in order to preserve tiles required by hard-coded stuff.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Andux_sleipnir_8x12_tf.png]]&lt;br /&gt;
|author=[[User:Andux|Andux]]&lt;br /&gt;
|dated=2012-08-07&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;480&lt;br /&gt;
|comments=A modified version of the default curses_640x300 tileset, partly inspired by the font [http://www.myfonts.com/fonts/facetype/loki/ Loki] by Marcus Sterz/FaceType.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== CKY ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:Curses_800x600_shade.png]]&lt;br /&gt;
|author=[[User:Chinkeeyong|Chinkeeyong]]&lt;br /&gt;
|dated=2009-6-11&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Partially inspired by Eagle of Fire's tiles, below. Essentially, this is the default tileset with a little bevel-style shading around the edges to make it look neater. Also, I fixed the accented 'e' tails to look closer to the standard 'e'.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Coaldiamond ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[File:DF+Tileset.png]]&lt;br /&gt;
|author=[[User:Coaldiamond|Coaldiamond]]&lt;br /&gt;
|dated=2010-6-18&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments= An update of [[user:Plac1d|Plac1d's]] tile set, now updated for DF2010. This tileset also presents an elegant solution for modifying the {{k|%}} tile to get good pumps, rocks, and meals. This tileset was made to serve three purposes; a) To always make text understandable, b) to make DF games more visually interesting, and c) to keep symbols simple so that the player can imagine multiple meanings for the same symbol. &lt;br /&gt;
See the [[user:Coaldiamond|screencaps]] or just get the whole [http://dffd.wimbli.com/file.php?id=2533 DF+graphics] repack.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|dated=2008-2-28&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2007-12-20&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-12-23&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2008-3-28&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|dated=2007-12-19&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== MasterShizzle ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shizzle16x20Screenshot.png|thumb|right|MasterShizzle's 16x20 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Shizzle_1280x500.png]]&lt;br /&gt;
|author=[[User:MasterShizzle|MasterShizzle]]&lt;br /&gt;
|dated=2012-12-10&lt;br /&gt;
|size=16&amp;amp;times;20&lt;br /&gt;
|resolution=1280&amp;amp;times;500&lt;br /&gt;
|comments=Couldn't find a 16x20 set, so I made my own: a good compromise between form and function. Completely original font adapted by hand from the standard curses with minimal shading, designed to run natively on HD monitors.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nobbins ===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yoshis_island.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2011-03-20&lt;br /&gt;
|size=9&amp;amp;times;12&lt;br /&gt;
|resolution=720&amp;amp;times;300, 720&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Heavily based on the text style from Yoshi's Island, with most letters being direct copies]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|dated=2008-3-13&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Quietust ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA9x16.png]]&lt;br /&gt;
|author=Quietust/IBM?&lt;br /&gt;
|dated=2009-7-24&lt;br /&gt;
|size=9&amp;amp;times;16&lt;br /&gt;
|resolution=720&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 9x16 character set, as would be displayed on a VGA card with the 9-pixel-width enabled.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shaja ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-3-27&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|dated=2008-5-19&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tae ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CP850.png]]&lt;br /&gt;
|author=Tae/IBM&lt;br /&gt;
|dated=2009-9-06&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=Play the Dwarf Fortress game in CP 850.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Taritus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses 640x300diag.png]]&lt;br /&gt;
|author=Taritus&lt;br /&gt;
|dated=2009-03-23&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Yuppers.  I requested it a long time ago when everyone else was requesting different sized square tilesets with diagonal walls, and nobody ever fulfilled the request.  I decided, &amp;quot;Oh, it's not like I have some menial and huge English project that's due tomorrow to work on, I'm going to make that.&amp;quot; And I did.--[[User:Taritus|Taritus]] 20:53, 22 March 2009 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=20&amp;amp;times;24&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Vidumec===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nice_curses_10x12.png]]&lt;br /&gt;
|author=[[User:Vidumec|Vidumec]]&lt;br /&gt;
|dated=2013-01-31&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300 &lt;br /&gt;
|comments=Non-square version of my 12x12 tileset, based on Plac1d's one with some additional features and modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|dated=2008-8-9&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-recommended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8&amp;amp;times;8. Used for playing in tiny windows, large grids, display massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== Geti ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Geti_custom_6x6.png]]&lt;br /&gt;
|author=[[User:Geti|Geti]]&lt;br /&gt;
|dated=2010-08-04&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960times;300&lt;br /&gt;
|comments=A 6x6 Tileset optimised for legibility through personal use. Not shaded on most gliphs, aiming for a crisper look. Best at 2x2 pixels.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|dated=2008-8-7&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-5&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|dated=2007-11-12&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out question mark and inverse question mark, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|dated=2008-1-27&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Madk ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses6x9.png]]&lt;br /&gt;
|author=Madk&lt;br /&gt;
|dated=2010-6-21&lt;br /&gt;
|size=6&amp;amp;times;9&lt;br /&gt;
|resolution=480&amp;amp;times;225&lt;br /&gt;
|comments=Check the [http://www.bay12forums.com/smf/index.php?topic=59851.0 original thread] for more info.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Nobbins ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbins6x6.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-01-10&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens, with experimental colour blending and pseudo-curved walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:nobbin_ts_v2.png]]&lt;br /&gt;
|author=[[User:Nobbins|Nobbins]]&lt;br /&gt;
|dated=2010-06-28&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150, 960&amp;amp;times;300&lt;br /&gt;
|comments=Tiny tileset for small screens/large projects, using slightly Monaco-styled serifs. Transparency-supporting version needed. [http://www.bay12games.com/forum/index.php?topic=47680 Forum thread.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Terbert ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:terbert_7x7.png]]&lt;br /&gt;
|author=[[User:Terbert|Terbert]]&lt;br /&gt;
|dated=2009-6-30&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=This is a 7x7 tileset made for overseeing large constructions &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thief^ ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Font6x8.png]]&lt;br /&gt;
|author=[[User:Thief^|Thief^]]&lt;br /&gt;
|dated=2011-04-05&lt;br /&gt;
|size=6&amp;amp;times;8&lt;br /&gt;
|resolution=480&amp;amp;times;200, 960&amp;amp;times;400, 1152&amp;amp;times;864&lt;br /&gt;
|comments=A 6x8 tileset I originally created for an LCD electronics project, expanded to extended ASCII for DF. [http://mkv25.net/dfma/map-10274-mistmatched Example]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2008-11-20&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|dated=2007-10-30&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24Beards.png&amp;diff=194456</id>
		<title>File:Nagidal24x24Beards.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24Beards.png&amp;diff=194456"/>
		<updated>2013-11-30T13:55:50Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Tileset for Dwarf Fortress by Nagidal (non-shaded and bearded version), inspired by the original curses_640x300.bmp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tileset for Dwarf Fortress by Nagidal (non-shaded and bearded version), inspired by the original curses_640x300.bmp&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-3.0}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24.png&amp;diff=194455</id>
		<title>File:Nagidal24x24.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24.png&amp;diff=194455"/>
		<updated>2013-11-30T13:55:14Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Nagidal uploaded a new version of &amp;amp;quot;File:Nagidal24x24.png&amp;amp;quot;: Tileset for Dwarf Fortress by Nagidal (non-shaded version), inspired by the original curses_640x300.bmp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tileset for Dwarf Fortress by Nagidal, inspired by the original curses_640x300.bmp&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24shadeBeards.png&amp;diff=194454</id>
		<title>File:Nagidal24x24shadeBeards.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24shadeBeards.png&amp;diff=194454"/>
		<updated>2013-11-30T13:54:41Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Tileset for Dwarf Fortress by Nagidal (shaded and bearded version), inspired by the original curses_640x300.bmp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tileset for Dwarf Fortress by Nagidal (shaded and bearded version), inspired by the original curses_640x300.bmp&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{self|cc-by-3.0}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24shade.png&amp;diff=194453</id>
		<title>File:Nagidal24x24shade.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Nagidal24x24shade.png&amp;diff=194453"/>
		<updated>2013-11-30T13:53:19Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Nagidal uploaded a new version of &amp;amp;quot;File:Nagidal24x24shade.png&amp;amp;quot;: minor fixes on the chair, table and chain symbol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tileset for Dwarf Fortress by Nagidal (shaded version), inspired by the original curses_640x300.bmp&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=184783</id>
		<title>v0.34:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=184783"/>
		<updated>2013-04-27T06:32:46Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Bugs */ + not picking up ammo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:10, 19 April 2013 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolts are a type of [[ammunition]] used by [[crossbow]]s. They can be made from either [[wood]], [[bone]], or weapons-grade [[metal]]s. As with all non-siege ammo, hunting and military dwarves must be equipped with [[quiver]]s to be able to carry bolts around for shooting.&lt;br /&gt;
&lt;br /&gt;
Wooden and bone bolts are produced in a [[Craftsdwarf's workshop]] by a [[Wood crafter|Wood Crafter]] or a [[Bone carver|Bone Carver]], respectively. Each job will produce a stack of 25 wooden bolts from a single log, or a stack of 5 bone bolts taking a single bone from a stack. Metal bolts require [[Weaponsmith|Weapon''smithing'']] (not Metal''crafting'') and a [[Metalsmith's forge]] or [[Magma forge]], creating a stack of 25 bolts from a single metal bar.&lt;br /&gt;
&lt;br /&gt;
When fired, bolts have a chance of shattering on impact or bouncing off onto the ground as free-laying items. However, they are immediately [[forbidden]] after being fired (to prevent &amp;lt;s&amp;gt;suicidal&amp;lt;/s&amp;gt; hauling dwarves from running into active battlefields), and have to be [[reclaim]]ed by the player, either directly or from the [[stocks]] screen.&lt;br /&gt;
&lt;br /&gt;
Given that bolts are a projectile weapon, their weight influences their effectiveness (higher weight means higher inertia, making them harder to deflect). Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue. Bone bolts are significantly better than wood, but metal bolts are still recommended for military use. [[Adamantine]] bolts are effective despite their low density - it is offset by their superior sharpness/hardness (see [[Weapon#Material|weapon materials]]), which allows adamantine bolts to tear through all metal armors, with the notable exception of adamantine armor itself. When pitted against itself, the low-density adamantine bolts deflect 99.99% of the time. As comparison, bolts made out of non-adamantine metals fired at armor of equal or superior hardness do not deflect and simply deal converted blunt damage instead of edge damage.&lt;br /&gt;
&lt;br /&gt;
==Masterwork Bolts==&lt;br /&gt;
As with other items, high-skill dwarves can make masterwork-[[Item quality|quality]] bolts.  While they don't care if the bolts are fired and shatter on impact, they do get [[thought|upset]] if a bolt gets carried off the map - say by a retreating enemy with the bolt stuck in him.&lt;br /&gt;
&lt;br /&gt;
The simplest remedy for this is to simply '''make more bolts''' - a dwarf who has produced hundreds of masterwork bolts will be more annoyed by [[fly|flies]] than the loss of a masterwork. This is because the happiness penalty for the loss of a masterwork is divided by the number of remaining masterwork items made by that dwarf (see [[List of Dwarven Thoughts]] for more information).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Adamantine armor seems to be less effective than even copper against bolts in this release.  Copper and steel armor both deflect 98% of pine bolts, while adamantine only deflects 58%. Metal bolts appear not to ever be deflected by any armor, but testing is ongoing. {{bug|5516}} &lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves refuse to pick up stockpiled ammo. Solution: craft new bolts. [http://www.reddit.com/r/dwarffortress/comments/13323y/help_dwarves_not_picking_up_ammo_is_driving_me/ Reddit post Help! ''Dwarves not picking up ammo is driving me nuts'']&lt;br /&gt;
&lt;br /&gt;
Bone bolts are not advisable for weapon traps as only a stack of 5 will be stored per crossbow, making frequent restocking necessary.&lt;br /&gt;
&lt;br /&gt;
It is largely unclear what of the above constitutes a bug and what is intended behaviour.&lt;br /&gt;
&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
*Masterwork bolts cause unhappy thoughts when they get carried off the map or melted down{{bug|3169}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:item_ammo.txt|ITEM_AMMO|ITEM_AMMO_BOLTS}}}}&lt;br /&gt;
{{Weapons}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Double-slit_method&amp;diff=180491</id>
		<title>v0.34:Double-slit method</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Double-slit_method&amp;diff=180491"/>
		<updated>2013-01-20T23:45:12Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Drain the upper aquifer level to the lower one */ fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|02:30, 16 June 2012 (UTC)}}&lt;br /&gt;
[[File:Double-slit-name.png‎|frame|right|The two name-giving slits are highlighted]]&lt;br /&gt;
&lt;br /&gt;
QuantumMenace has developed a very easy method to dig through an [[aquifer]] of unknown depth commonly known as the '''double-slit method'''. Its name derives from two channeled-out slits at the sides of a 2&amp;amp;times;2 area.&lt;br /&gt;
&lt;br /&gt;
The slits are used to break into the aquifer layer below, hence their ramps are flooded (blue). Water can be pumped from one slit to another slightly faster than the aquifer is flooding it. While a dwarf operates the pump, another dwarf can access the source slit via the ramp and seal off the surrounding walls of the aquifer one by one.&lt;br /&gt;
&lt;br /&gt;
== Draining an aquifer ==&lt;br /&gt;
&lt;br /&gt;
Before we will have a look at the double-slit method itself, it is good to know these basic things about the aquifers and how to drain them.&lt;br /&gt;
&lt;br /&gt;
Aquifers produce infinite amounts of water, but they can also absorb infinite amounts of it. We can drain an aquifer into itself either within one z-level or across multiple z-levels. &lt;br /&gt;
&lt;br /&gt;
=== Draining across multiple z-levels ===&lt;br /&gt;
&lt;br /&gt;
QuantumMenace's double slit method uses this kind of aquifer draining for all but the lowest aquifer level. Once one of the lower aquifer levels has been cracked open, it can absorb all of the water being produced by the aquifer level above it. &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aquifer draining.png|left|350px|]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Drain within one z-level ===&lt;br /&gt;
&lt;br /&gt;
The double-slit method uses this for the lowest aquifer level. Here we pump out the water from a tile being flooded by the aquifer to the level above it (which is already secured) and let it flow back down to another tile where it becomes absorbed by the same aquifer layer again. Note that the target tile of the aquifer must be cracked open (e.g. by downstairs or a channel) to be able to receive water.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot; style=&amp;quot;padding-top: 2em&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aquifer_pump_scheme.png|left|600px|Water flow between the two slits.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tutorial embark setup ==&lt;br /&gt;
The double-slit method will be presented in a form of a play-along tutorial. Practice it first on an embark which you don't intend to play after you've made it through the aquifer. Try to embark at some forested place near the ocean where multi-level aquifers are almost guaranteed. Take this embark setup:&lt;br /&gt;
&lt;br /&gt;
* 1 Proficient Miner&lt;br /&gt;
* 4 Proficient Carpenters&lt;br /&gt;
* 2 Proficient Wood cutter&lt;br /&gt;
&lt;br /&gt;
You can sell the anvil, one pick, and all quivers, splints and crutches to buy loads of wooden logs. It will save you time cutting down trees.&lt;br /&gt;
&lt;br /&gt;
Make sure you have at least two battle axes and one pick to cut down trees and mine.&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
&lt;br /&gt;
Using your logs of wood, build a carpenter's workshop and craft all the parts necessary to build a pump, i.e.:&lt;br /&gt;
&lt;br /&gt;
* a [[block]]&amp;lt;br /&amp;gt;&lt;br /&gt;
* an [[Trap_components#Enormous_corkscrew|enormous corkscrew]]&lt;br /&gt;
* a [[pipe section]]&lt;br /&gt;
&lt;br /&gt;
=== Find out what you are dealing with  ===&lt;br /&gt;
&lt;br /&gt;
==== Access the aquifer ====&lt;br /&gt;
&lt;br /&gt;
Dig a 2&amp;amp;times;2 staircase down to the aquifer&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Safe-layer.png‎|frame|left|Your last non-aquifer layer]]&lt;br /&gt;
| [[Image:Aq01.png‎|frame|left|Your first aquifer layer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Check whether there is more than one level of the aquifer ====&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq02.png‎‎|frame|left|Dig downstairs next to your 2&amp;amp;times;2 stairs.]]&lt;br /&gt;
| [[Image:Aq03.png‎|frame|left|Dig up/down stairs into the aquifer below. Use {{K|.}} One-Step!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When digging the up/down stair into the aquifer, better pause the game and use {{K|.}} One-Step to see the revealed tile below the first aquifer level before it gets flooded.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq04.png‎‎|frame|left|The up/down stairs have just been dug and are not yet flooded.]]&lt;br /&gt;
| [[Image:Aq05.png‎|frame|left|Check the description of the tile revealed below them.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If it says &amp;quot;Damp X&amp;quot; (X is the name of the stone/soil), it is another aquifer level and we proceed [[#Dealing with the upper aquifer levels|dealing with the upper aquifer levels]]. If it is regular stone (not damp), we will be [[#Dealing with the lowest aquifer level|dealing with the lowest aquifer level]].&lt;br /&gt;
&lt;br /&gt;
=== Dealing with the upper aquifer levels ===&lt;br /&gt;
&lt;br /&gt;
We want to drain one level of the aquifer into another further below.&lt;br /&gt;
&lt;br /&gt;
==== Drain the upper aquifer level to the lower one ====&lt;br /&gt;
&lt;br /&gt;
We need access to the lower aquifer level and crack it open.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq06.png‎|frame|left|Dig down stairs left and right of your 2&amp;amp;times;2 stairs.]]&lt;br /&gt;
| [[Image:Aq07.png‎|frame|left|Dig up/down stairs into the aquifer level below. They will quickly become flooded.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we will pump the water from one slit into the other. A pump can only be placed on a floor, not a staircase.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq08.png‎|frame|left|Construct two floor tiles instead of two up/down stairs between the slits.]]&lt;br /&gt;
| [[Image:Aq09.png‎|frame|left|Build a screw pump there (e.g. pumping from the west).]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this pump won't work if there is stairs in its source tile.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq10.png‎|frame|left|Remove the downstairs from the source tile (channel it out).]]&lt;br /&gt;
| [[Image:Aq11.png‎|frame|left|Start pumping.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq12.png‎|frame|left|Now your miner can access the stairs previously flooded.]]&lt;br /&gt;
| [[Image:Aq13.png‎|frame|left|Mine two up/downstairs into the lower aquifer level. Use {{K|.}} One-Step!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, too, you should {{K|.}} One-Step to peek under the second layer of your aquifer to know what you will have to deal with further below. Once the up/down stairs are dug, disassemble the pump, turn it to the other direction and dig more stairs there. (Don't forget to channel out the downstairs in the pump's source tile.) You should end up with something like this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq14.png‎|frame|left|Lowest non-aquifer level (or a secured aquifer level)]]&lt;br /&gt;
| [[Image:Aq15.png‎|frame|left|First aquifer level (being drained into the level below)]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq16.png‎|frame|left|Second aquifer level (receiving aquifer water from above)]]&lt;br /&gt;
| [[Image:Aq17.png‎|frame|left|The level below the second aquifer level]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now you can stop and dismantle the pump. The upper aquifer level is being drained into the lower one and is accessible without the help of a pump.&lt;br /&gt;
&lt;br /&gt;
==== Secure the upper aquifer level ====&lt;br /&gt;
&lt;br /&gt;
You can now secure the upper aquifer level by cautiously walling it off. The procedure described here takes about one in-game month per level of aquifer. It involves building walls to seal the aquifer off. To build walls more quickly, build them out of [[block]]s, rather than stone or wood. To get the least amount of job cancellations, build them in the order suggested here.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq18.png‎|frame|left|Dig the aquifer tiles to the north and south of the slits.]]&lt;br /&gt;
| [[Image:Aq19.png‎|frame|left|Build walls there.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq20.png‎|frame|left|Dig and build walls here.]]&lt;br /&gt;
| [[Image:Aq21.png‎|frame|left|Dig and build walls here.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now the water from the aquifer will start to push your miners and workers around, so better be careful and do this step by step. Expect some job cancellations. You can minimize them by building out of blocks (e.g. wood blocks) rather than normal logs (or stone):&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq22.png‎|frame|left|Dig one staircase.]]&lt;br /&gt;
| [[Image:Aq23.png‎|frame|left|Dig one wall.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq24.png‎|frame|left|Build one wall.]]&lt;br /&gt;
| [[Image:Aq25.png‎|frame|left|Proceed until you have this.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now you have secured one level of the aquifer. If there are at least two other levels below this one, you can repeat the procedure described in [[#Dealing with the upper aquifer levels|Dealing with the upper aquifer levels]]. Else, follow the procedure described in [[#Dealing with the lowest aquifer level|Dealing with the lowest aquifer level]].&lt;br /&gt;
&lt;br /&gt;
=== Dealing with the lowest aquifer level ===&lt;br /&gt;
&lt;br /&gt;
If you have come here after you've been drilling through several aquifer levels above, your starting point looks like this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq25.png‎|frame|left|Secured level above the lowest aquifer layer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Or you were just lucky and have encountered only a one-level aquifer. In that case you are starting with this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq26.png‎|frame|left|Secured level above the lowest aquifer layer]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In any case, we must now prepare our grounds for pumping the last aquifer level from one slit to another. &lt;br /&gt;
&lt;br /&gt;
==== Preparing the grounds ====&lt;br /&gt;
&lt;br /&gt;
If you have nothing but your probing downstairs, you'll be done with this step in no time:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq27.png‎|frame|left|Dig three channels and build floors for a pump.]]&lt;br /&gt;
| [[Image:Aq28.png‎|frame|left|Build a pump pumping from the west.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have this, you can skip the rest of this section and proceed with [[#Walling off the last aquifer level|Walling off the last aquifer level]].&lt;br /&gt;
&lt;br /&gt;
If, however, your slits are filled with nothing but up/down stairs, things become more complicated. Pumps cannot pump from a source tile which has stairs. Yet you must keep both slits accessible for your dwarves. Therefore:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq29.png‎|frame|left|Replace two of your up/down stairs with floors.]]&lt;br /&gt;
| [[Image:Aq30.png‎|frame|left|Channel out the source tile for the pump.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq31.png‎|frame|left|Build the pump (here: pumping from the east).]]&lt;br /&gt;
| [[Image:Aq32.png‎|frame|left|Start pumping and build a ramp in the pump's source tile in lowest aquifer level.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Don't dig out both stairs of a slit. The slit must remain accessible at all times. Either via a ramp or via stairs. Only now when you have built the ramp which will serve your dwarf for accessing the slit, you can prepare the next tile of the slit like this:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq33.png‎|frame|left|Channel out the other tile of the slit.]]&lt;br /&gt;
| [[Image:Aq34.png‎|frame|left|While pumping, build another ramp there.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now we need to place the pump instead of the other pair of stairs. But we must be careful not to lose access to this level from above. We proceed this way:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq35.png‎|frame|left|Deconstruct the pump and the floor.]]&lt;br /&gt;
| [[Image:Aq36.png‎|frame|left|Construct up/down stairs to keep this level acessible. Make sure they connect to other stairs in the level above.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq37.png‎|frame|left|Build floor instead of the other pair of stairs.]]&lt;br /&gt;
| [[Image:Aq38.png‎|frame|left|Build a pump (pumping from the west) and channel out its source tile.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq39.png‎|frame|left|Start pumping and build a ramp in the pump's source tile in lowest aquifer level.]]&lt;br /&gt;
| [[Image:Aq40.png‎|frame|left|This is how your lowest secured level should look like now.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can now proceed with [[#Walling off the last aquifer level|Walling off the last aquifer level]].&lt;br /&gt;
&lt;br /&gt;
==== Walling off the last aquifer level ====&lt;br /&gt;
&lt;br /&gt;
This part will take you 2–3 months in-game time. You start this step with either of these scenarios:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq28.png|frame|left|Your lowest dry level if you haven't been digging through aquifer yet.]]&lt;br /&gt;
| [[Image:Aq40.png‎|frame|left|Your lowest dry level if you have been digging through aquifer.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
They only differ in a down vs. up/down staircase and constructed vs. natural walls or stairs. The procedure from now is the same for both of them. Since multi-level aquifers are more [[Fun]], we will use the latter one for the rest of this tutorial.&lt;br /&gt;
&lt;br /&gt;
As you will be constructing walls in an aquifer layer, the construction will get suspended very often. Yet every time your carpenters or masons get the chance to touch the wall, its construction will proceed a little bit and will be done eventually. Just be patient and keep unsuspending the work. Constructing these walls out of blocks rather than usual logs or stones speeds it all up considerably.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, that dwarves cannot construct a wall if they only can access it diagonally. Hence you will need to build the hardly accessible walls first. Best you follow this tutorial exactly.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq41.png|frame|left|Start the pump and dig these two walls.]]&lt;br /&gt;
| [[Image:Aq42.png‎|frame|left|Build this wall first.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq43.png|frame|left|Then build this wall.]]&lt;br /&gt;
| [[Image:Aq44.png‎|frame|left|Build these walls (one by one).]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Theoretically, you could now take a shortcut and build a wall instead of the stairs in the south-western corner. Then you would be safe to make an up/down staircase instead of the ramp in the pump's source tile. This would grant you a 1&amp;amp;times;1 access under your aquifer. You could in turn find a sink for all aquifer levels (e.g. a lake in a cavern) and pierce through the aquifer from below, draining it across multiple z-levels and drill a hole of any size and shape into it. (See a youtube tutorial video about this in the [[#Links|link]] section.)&lt;br /&gt;
&lt;br /&gt;
However, you are only a few more steps away from a nice 2&amp;amp;times;2 stairway through the aquifer (easily extendable to 4&amp;amp;times;2), so you can as well proceed. It is safer, anyway:&lt;br /&gt;
&lt;br /&gt;
Leave the ramp and stairs in the slit—you will need them both for access and as a water sink. Deconstruct the pump and rebuild it pumping from the other direction (here: pump from the east). You will repeat the procedure mirrored:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq45.png|frame|left|First build this wall.]]&lt;br /&gt;
| [[Image:Aq46.png‎|frame|left|Then build the rest.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Deconstruct the ramp in the source tile of the pump and build a wall there. You will be able to build a wall there right away if you have dug the ramp, rather than constructed it.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq47.png|frame|left|Deconstruct the ramp in the pump's source tile if it was constructed rather than dug.]]&lt;br /&gt;
| [[Image:Aq48.png‎|frame|left|Construct a wall there.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq49.png|frame|left|Deconstruct the pump and the two floor tiles underneath it.]]&lt;br /&gt;
| [[Image:Aq50.png‎|frame|left|Build an up/down stairs there. Make sure they connect to some stairs above!]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now the finale. Here we will need to build the pump instead of the two southern up/down staircases. You can build the floor over them right away if they are dug, else you will have to deconstruct them first.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq51.png|frame|left|Build a pump next to the south-eastern slit tile to pump from the east.]]&lt;br /&gt;
| [[Image:Aq53.png|frame|left|Start pumping and dig these walls.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq54.png‎|frame|left|Build this wall first.]]&lt;br /&gt;
| [[Image:Aq55.png|frame|left|Then build this wall.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq56.png‎|frame|left|Then build this wall.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Don't dig or wall the last piece of aquifer in that corner. You will now need it as a sink. Deconstruct the pump and turn it over to pump from the west. For the pump to work, you will need to remove (channel out) the stairs over the pumps source tile.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq52.png‎|frame|left|Channel out the stairs above the pump's source tile.]]&lt;br /&gt;
| [[Image:Aq57.png|frame|left|Pumping from the west, dig these walls.]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq58.png|frame|left|Build this wall first.]]&lt;br /&gt;
| [[Image:Aq59.png|frame|left|Then build three other walls (one by one).]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now deconstruct the pump and the floor underneath it, you won't need it anymore. The only way how to safely dig the last piece of aquifer is diagonally or from above, because aquifers don't leak that way, therefore:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq60.png‎|frame|left|Construct up/down stairs where the pump was. ]]&lt;br /&gt;
| [[Image:Aq61.png|frame|left|Dig up/down stairs into the last aquifer tile.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You are basically done now. The rest of the water will evaporate.&lt;br /&gt;
&lt;br /&gt;
==== Cleaning up ====&lt;br /&gt;
&lt;br /&gt;
Once the last aquifer tile is gone, the 7/7 water on the ramp tile will spread and eventually evaporate. It is safe to deconstruct the inner walls and ramps now.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable1&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; &lt;br /&gt;
| [[Image:Aq62.png‎|frame|left|Deconstruct the inner walls and ramps.]]&lt;br /&gt;
| [[Image:Aq63.png|frame|left|Build up/down stairs as necessary.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Congratulations to your 4&amp;amp;times;2 hole through the aquifer. Be very careful not to mine the first non-aquifer layer any wider than your secured staircase dimensions. The aquifer above this level would flood it. Leave at least one layer of stone between your aquifer and the layer where you want some spacy rooms.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://youtu.be/TXQH9dliFZE A good youtube tutorial] covering this method, taking the shortcut later and working the aquifer from below&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=79224.msg2060636#msg2060636 Quantum's original forum post] — QuantumMenace improved Hans Lemurson's pump method. &lt;br /&gt;
&lt;br /&gt;
[[Category:DF2012:Guides]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Cavy&amp;diff=178801</id>
		<title>v0.34:Cavy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Cavy&amp;diff=178801"/>
		<updated>2012-11-19T19:40:09Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: Added: Some dwarves like cavies for their three toes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|17:50, 18 February 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|skull=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cavies''', more commonly known as guinea pigs, are small domestic animals that can also be found roaming tropical plains. While not usable as livestock, they may make decent pets. Unclaimed tame cavies will require a [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves like cavies for their three toes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Refuse&amp;diff=177378</id>
		<title>v0.34:Refuse</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Refuse&amp;diff=177378"/>
		<updated>2012-09-06T11:37:03Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Gather Refuse From Outside */ fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]&lt;br /&gt;
&lt;br /&gt;
'''Refuse''' is everything which can be stored in the predefined refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpile will accept:&lt;br /&gt;
&lt;br /&gt;
* Corpses, bodyparts and bodily remains of [[creatures]] (heads, teeth)&lt;br /&gt;
* By-products of the [[meat industry| meat]] and [[fishing industry]] (bones, raw hide, raw fish)&lt;br /&gt;
* Things which are rotten (rotten food, rotten meals, rotten raw hide)&lt;br /&gt;
* Things the dwarves have no further use for (withered plants, [[Wear|tattered]] clothes)&lt;br /&gt;
&amp;lt;br clear=left/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uses for Refuse ==&lt;br /&gt;
Despite its name, many things considered a refuse translate into a valuable resource for dwarven industries — especially if you have [[Modding guide|modded]] the dwarven [[ethics]] so that you can butcher sapient creatures.&lt;br /&gt;
&lt;br /&gt;
=== Bolts and Crossbows ===&lt;br /&gt;
Many dwarven fortresses survived the early goblin [[ambush]]es and [[siege]]s because their [[bone carver]]s used [[bone]]s to make [[bolt]]s. Where trees are rare, bones can serve for making [[crossbow]]s as well.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Bones can be used to make bone [[armor]]. It is better than leather armor, although you cannot craft any bone breastplates, mailshirts or boots.&lt;br /&gt;
&lt;br /&gt;
=== Leather ===&lt;br /&gt;
Pieces of armor which cannot be crafted from bones and [[Equipment#Quivers|many]] [[Equipment#Backpacks|other]] [[DF2012:Flask|useful]] [[Armor#Shield|things]] can easily be made out of leather. Leather is made from [[skin|raw hides]] and raw hides are refuse. By the time you have butchered your first animal, you should have a [[Tanner's shop|tannery]] ready. The skin from butchered animals rots quickly and if you just started to butcher your numerous poultry and have a slow-working tanner, you better store raw hides in a refuse stockpile. When stored, they don't rot as quickly.&lt;br /&gt;
&lt;br /&gt;
=== Clothes ===&lt;br /&gt;
[[Shearer|Shearing]] sheep, llamas and alpacas is the very beginning of the dwarven wool industry. Their wool is more valuable than any plant fiber and is best stored in a customized refuse stockpile close to a [[farmer's workshop]] where it can be spun into [[yarn]]. The [[hair]] of other (butchered) creatures (e.g. horses or cows) can be spun into [[thread]], too, although such threads can only be used in [[healthcare]].&lt;br /&gt;
&lt;br /&gt;
=== Crafts ===&lt;br /&gt;
Many, many kinds of crafts can be made from refuse. If your masons and stonecrafters work so quickly that your miners have to mine out useless space just to supply them with stones, you should consider making more crafts from refuse and refuse-based products. The choice is yours:&lt;br /&gt;
&lt;br /&gt;
* yarn [[cloth]] crafts (yarn is made from wool which is refuse)&lt;br /&gt;
* [[leather]] crafts (leather is tanned from raw hide which is refuse)&lt;br /&gt;
* [[bone]] crafts&lt;br /&gt;
* [[shell]] crafts&lt;br /&gt;
* [[ivory]] crafts (teeth are considered ivory, too)&lt;br /&gt;
* [[horn]] crafts&lt;br /&gt;
&lt;br /&gt;
=== Totems ===&lt;br /&gt;
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your bonecarver can use them to make [[totem]]s for which any caravan will pay you good money.&lt;br /&gt;
&lt;br /&gt;
=== Decorations ===&lt;br /&gt;
The most valuable use for refuse is for [[decoration]]. The value of an item will multiply many times if it is skillfully decorated. Use bones, shells, ivory, and horns to decorate finished goods, clothes, or furniture. Use yarn cloth and leather (refuse-based products) to sew decorative images, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Refuse Stockpile ==&lt;br /&gt;
&lt;br /&gt;
A thriving refuse-fuelled industry requires many carefully set stockpiles. A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which only accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) has a few peculiarities. It can become the source of [[miasma]], if not set up properly. Under [[Surroundings#Evil|certain conditions]], a refuse stockpile may become a source of great [[Siege#Necromancer_sieges| Fun]], too. Therefore be advised to use customized [[stockpile settings]] instead and also be careful to avoid miasma and other potential [[undead|dangers]].&lt;br /&gt;
&lt;br /&gt;
=== Avoid Miasma ===&lt;br /&gt;
&lt;br /&gt;
Since the refuse includes rotten or rotting things, a refuse stockpile is best designated on tiles which are {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} (see [[tile attributes]]).&lt;br /&gt;
&lt;br /&gt;
Players prefer to place a refuse stockpile outside their cavern, usually a small distance from the entrance. Alternatively, you can also expose any part of your fortres's {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then cover them again with constructed floors or walls. Such tiles will become {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.&lt;br /&gt;
&lt;br /&gt;
=== Stack and Sell Tattered Clothes ===&lt;br /&gt;
&lt;br /&gt;
A fortress in its more advanced stages will be spammed by many tattered clothes. While some players choose to [[Dwarven atom smasher| atom smash]] them, others still sell them for profit to [[Trading#Caravans|caravans]] as they can be worth one to three quarters of their original value. To minimize the number of tiles needed to store your tattered clothes in a refuse stockpile, simply allow bins (with {{k|c}} or {{k|C}}) in the stockpile's building properties ({{k|q}}). Selling tattered clothes to the caravan is also a good way to solve the problem of legendary clothiers &amp;quot;suffering the travesty of art defacement&amp;quot; when their XX☼pig tail fiber socks☼XX decompose in a refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Gather Refuse From Outside ===&lt;br /&gt;
&lt;br /&gt;
Refuse stockpiles restricted to butcherable animal corpses, bodyparts, and fresh raw hides placed next to a [[butcher's shop]] or a [[Tanner's shop|tannery]] will save your butcher and tanner a lot of hauling time. A butcherable animal or bodyparts lying somewhere outside your fortress will be ignored by default unless you order your dwarves to gather refuse from outside. You can set it up in the [[standing orders]] ({{k|o}}-{{k|r}}-{{k|o}}).&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:World_History_file&amp;diff=176906</id>
		<title>v0.34:World History file</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:World_History_file&amp;diff=176906"/>
		<updated>2012-08-15T23:50:41Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: EwŠ -&amp;gt; Ewè&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine|03:08, 23 February 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
In [[Legends]] Mode, pressing the {{k|p}} (Export Map/Gen information) will create three files in the root directory of DF, one of those files is the '''World History file''' named (save name)-world_history.txt.&lt;br /&gt;
&lt;br /&gt;
== File Breakdown ==&lt;br /&gt;
&lt;br /&gt;
Below the history file will be explained in detail, using portions from an example file to show all of the possibilities.&lt;br /&gt;
&lt;br /&gt;
=== World Name ===&lt;br /&gt;
At the top of the file is the World name, and nickname.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unintelligent Civs ===&lt;br /&gt;
&lt;br /&gt;
Following the world name is a series of names of different unintelligent civs which exist in the world; no further information can be gathered from these files about these civilizations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Mareecamo Ewè&lt;br /&gt;
The Soul-Universe of Enchanting&lt;br /&gt;
&lt;br /&gt;
Cave fish men&lt;br /&gt;
Serpent men&lt;br /&gt;
Reptile men&lt;br /&gt;
Bat men&lt;br /&gt;
Antmen&lt;br /&gt;
Cave swallow men&lt;br /&gt;
Olm men&lt;br /&gt;
... (Multiple more lines)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
The majority of the useful information in the history file exists within the civilizations, which follow immediately after the unintelligent civs.  A short example civ is shown below, but the components will be viewed in detail afterwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Bat men&lt;br /&gt;
Amphibian men&lt;br /&gt;
Cave swallow men&lt;br /&gt;
The Hammer of Seers, Dwarves&lt;br /&gt;
 Worship List&lt;br /&gt;
  Engig the Bright Pearls, deity: metals, jewels, wealth&lt;br /&gt;
  Onget the Fiery Oil, deity: mountains, volcanos&lt;br /&gt;
  Laltur, deity: fortresses&lt;br /&gt;
  Ral Minedirons, deity: minerals&lt;br /&gt;
  Mirstal, deity: music, festivals, song&lt;br /&gt;
  Kogan Coastalpaddled, deity: rivers&lt;br /&gt;
 king List&lt;br /&gt;
  [*] Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8)&lt;br /&gt;
      4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14)&lt;br /&gt;
      Worshipped Onget the Fiery Oil (61%)&lt;br /&gt;
  [*] Bomrek Championboulder (b.7 d. 51, Reign Began: 37), Inherited from mother, Never Married&lt;br /&gt;
      No Children&lt;br /&gt;
      Worshipped Onget the Fiery Oil (94%)&lt;br /&gt;
  [*] Cog Cloisteredrazors (b.???, Reign Began: 52), *** New Line, Married&lt;br /&gt;
      14 Children -- Ages: 62 61 60 59 54 51 36 31 24 18 16 15 12 4&lt;br /&gt;
      Worships Mirstal (32%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Civ Name and Race ====&lt;br /&gt;
The Civ name is at the top of the section for each civ, along with the race of the civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The Hammer of Seers, Dwarves&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Worship List ====&lt;br /&gt;
If the civ has any Deities or Forces they have ever worshipped then this section will exist, beginning with the text:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; Worship List&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each individual line refers to a different force or deity.  First the deity name, then whether they are a &amp;quot;deity&amp;quot; or &amp;quot;force&amp;quot;, and finally a list of the [[sphere]]s they belong to, or control.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;  Istrath the Gravel of Oiling, deity: earth, wealth&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Leader List ====&lt;br /&gt;
If the civ has had any leaders, they will be listed according to what type of leader they are (king/queen/law-giver/ect.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt; king List&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each individual leader begins with the text &amp;lt;code&amp;gt;[*]&amp;lt;/code&amp;gt;, and has two or three lines.  Those are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  [*] Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8)&lt;br /&gt;
      4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14)&lt;br /&gt;
      Worshipped Onget the Fiery Oil (61%)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*'''Leader Name and Life''': &amp;lt;code&amp;gt; Logem Anvilentrance (b.??? d. 36, Reign Began: 1), *** Original Line, Married (d. 8) &amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Leader Children''': &amp;lt;code&amp;gt; 4 Children (out-lived 1 of them) -- Ages at death: 32 31 29 (d. 14) &amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Leader Worship''': &amp;lt;code&amp;gt; Worshipped Onget the Fiery Oil (61%) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Leader Name and Life''' is made up of several pieces of information.&lt;br /&gt;
:*The leaders name: &amp;lt;code&amp;gt;Logem Anvilentrance&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The leaders birth year: &amp;lt;code&amp;gt; (b.???&amp;lt;/code&amp;gt;&lt;br /&gt;
:**This is represented as ??? if the leader was born before history (before year 1).&lt;br /&gt;
:**If there is a year, there is no space between the &amp;quot;b.&amp;quot; and the year.  ex: &amp;lt;code&amp;gt; (b.66&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The leaders death year: &amp;lt;code&amp;gt; d. 36&amp;lt;/code&amp;gt;&lt;br /&gt;
:**If the leader hasn't died, this won't be listed.&lt;br /&gt;
:**There '''is''' a space between the &amp;quot;d.&amp;quot; and the year.&lt;br /&gt;
:*The year the leader's reign began: &amp;lt;code&amp;gt;, Reign Began: 1),&amp;lt;/code&amp;gt;&lt;br /&gt;
:*How the Leader acquired power, either by being the original leader (&amp;lt;code&amp;gt; *** Original Line,&amp;lt;/code&amp;gt;), starting a new line (&amp;lt;code&amp;gt; *** New Line,&amp;lt;/code&amp;gt;), or by inheriting the position (&amp;lt;code&amp;gt; Inherited from &amp;lt;/code&amp;gt;)&lt;br /&gt;
:*If the position was inherited, it will list who they received it from.  The possibilities:&lt;br /&gt;
:**Father - &amp;lt;code&amp;gt; Inherited from father,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Mother - &amp;lt;code&amp;gt; Inherited from mother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Paternal Grandfather - &amp;lt;code&amp;gt; Inherited from paternal grandfather,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Paternal Grandmother - &amp;lt;code&amp;gt; Inherited from paternal grandmother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Maternal Grandfather - &amp;lt;code&amp;gt; Inherited from maternal grandfather,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Maternal Grandmother - &amp;lt;code&amp;gt; Inherited from maternal grandmother,&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Unknown - &amp;lt;code&amp;gt; Inherited from,&amp;lt;/code&amp;gt;&lt;br /&gt;
:*The marriage of this leader.  Either: &amp;lt;code&amp;gt; Never Married&amp;lt;/code&amp;gt; or  &amp;lt;code&amp;gt; Married&amp;lt;/code&amp;gt;&lt;br /&gt;
:*If the leader has married, and the spouse died, it'll list the year they died &amp;lt;code&amp;gt; Married (d. 8)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Leader Children''' is made up of several pieces of information about a leader's children (if any)&lt;br /&gt;
:*Number of children: &amp;lt;code&amp;gt;No Children&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1 Child&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;x Children&amp;lt;/code&amp;gt;, where &amp;quot;x&amp;quot; is the number of children &amp;gt;1&lt;br /&gt;
:*Number of outlived children, which is some number less than or equal to the number of children: &amp;lt;code&amp;gt; (out-lived 9 of them) &amp;lt;/code&amp;gt;.  If the leader outlived none, then this part won't be given.&lt;br /&gt;
:*Ages (at death) of children.  Listed with &amp;lt;code&amp;gt;-- Ages at death: &amp;lt;/code&amp;gt; if the leader has died, otherwise with &amp;lt;code&amp;gt;-- Ages&amp;lt;/code&amp;gt;&lt;br /&gt;
:**It will list as &amp;quot;Ages&amp;quot; even if there was only one child.&lt;br /&gt;
:*The ages at death will be listed as numbers separated by spaces: (&amp;lt;code&amp;gt;37 31 27 9&amp;lt;/code&amp;gt;), or if the child was outlived, with the year they died: (&amp;lt;code&amp;gt;(d. 32) (d. 29) (d. 8)&amp;lt;/code&amp;gt;)&lt;br /&gt;
:**There aren't always the right number of items in this list, at times some children ages might not be listed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Leader Worship''' gives information about the leader's deity/force of worship, if they did not worship, this line won't exist.&lt;br /&gt;
:*Worship object name: &amp;lt;code&amp;gt;Worshipped Onget the Fiery Oil&amp;lt;/code&amp;gt;&lt;br /&gt;
:*Degree of worship: &amp;lt;code&amp;gt;(61%)&amp;lt;/code&amp;gt;&lt;br /&gt;
:**Between 1% and 100% inclusive.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Legends|Legends Mode]]&lt;br /&gt;
* [[World Sites file]]&lt;br /&gt;
* [[XML dump]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=176903</id>
		<title>User:Nagidal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Nagidal&amp;diff=176903"/>
		<updated>2012-08-15T23:42:08Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Things to do */ no of bars needed for production of items.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= About me =&lt;br /&gt;
&lt;br /&gt;
* I think Dwarf Fortress is the best game of all times. &lt;br /&gt;
* I love to stream my gaming sessions on [http://twitch.tv/nagidal| my twitch.tv channel]. &lt;br /&gt;
* I also have some of DF footage on [http://youtube.com/Nagidal146| my youtube channel]. &lt;br /&gt;
* I occasionally read the DF forums ([http://www.bay12forums.com/smf/index.php?action=profile;u=29436| my profile])&lt;br /&gt;
&lt;br /&gt;
= Articles I have written for the DF wiki = &lt;br /&gt;
&lt;br /&gt;
* [[DF2012:Double-slit_method]] (☼Masterwork☼)&lt;br /&gt;
* [[DF2012:Sample_Starting_Builds]]&lt;br /&gt;
* [[DF2012:Refuse]]&lt;br /&gt;
&lt;br /&gt;
= Things to do =&lt;br /&gt;
* rewrite [[Stone_management]] from scratch&lt;br /&gt;
* rewrite [[Stockpile]]&lt;br /&gt;
* Add stockpile settings info to the article of each item which can have its own stockpile&lt;br /&gt;
* Upload images of most creatures&lt;br /&gt;
* Add why some dwarfves like some creatues (e.g. [[Opah]] for their coloring)&lt;br /&gt;
* Add butchering yields of creatues&lt;br /&gt;
* Find out how often a creature can be sheared&lt;br /&gt;
* Add grow time from [[crop]] (25 or 42 days) to the respective individual plant articles&lt;br /&gt;
* rewrite [[Notes]], make [[Routes]]&lt;br /&gt;
* duplicating info: [[Melt item]] has info on how many bars what item is made of. Individual items' pages lack this info. Do it!&lt;br /&gt;
&lt;br /&gt;
= ☼Forum fiber thread☼ =&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=87721.msg2391785 Farming analysis]&lt;br /&gt;
&lt;br /&gt;
=Signatures in DF forum=&lt;br /&gt;
I collect funny signatures from the DF forums&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=21396| NW_Kohaku's]&lt;br /&gt;
* Quote from: Alkyon on March 31, 2010, 03:00:46 am&lt;br /&gt;
: Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=79224.0| Brotato's]&lt;br /&gt;
* Quote from: Lordraymond on December 10, 2011, 10:28:59 pm&lt;br /&gt;
: Dwarf Fortress: The only game where people will hold a logical discussion about why dwarves are putting on clothes.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=60368| Sus's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: Moogie on February 08, 2012, 01:23:42 pm&lt;br /&gt;
: Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.&lt;br /&gt;
* Quote from: xeivous on March 17, 2012, 06:54:20 am&lt;br /&gt;
: If we wanted monstrosities, we'd go play games that are a bit brighter than DF, like Warhammer 40k.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?action=profile;u=29436| Nagidal's]&lt;br /&gt;
&lt;br /&gt;
* Quote from: arzzult on March 19, 2012, 09:47:41 am&lt;br /&gt;
: This is the game where &amp;quot;child care&amp;quot; is locking a kid in a room with a bunch of rabid animals to scar them, physically and emotionally, for years to make them better killing machines.&lt;br /&gt;
&lt;br /&gt;
=Iron and fuel needed for a full set of armor=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Eqipment&lt;br /&gt;
|Steel bars&lt;br /&gt;
|Iron bars&lt;br /&gt;
|flux&lt;br /&gt;
|fuel (ingredient)&lt;br /&gt;
|fuel (iron ore smelting)&lt;br /&gt;
|fuel (steel bar production)&lt;br /&gt;
|fuel (item production)&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0.75&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gauntlets&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Greaves&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0.5&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|High Boots&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shield&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Short sword, Battle axe, Spear&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.25&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Sum&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|2.5&lt;br /&gt;
|10&lt;br /&gt;
|7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Sandbox =&lt;br /&gt;
&lt;br /&gt;
== Personal preferences of dwarves ==&lt;br /&gt;
=== Stone ===&lt;br /&gt;
cassiterite&lt;br /&gt;
cinnabar&lt;br /&gt;
claystone&lt;br /&gt;
cryolite&lt;br /&gt;
diorite&lt;br /&gt;
earthenware&lt;br /&gt;
saltpeter&lt;br /&gt;
periclase&lt;br /&gt;
garnierite&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
adamantine&lt;br /&gt;
aluminum&lt;br /&gt;
bismuth&lt;br /&gt;
bismuth bronze&lt;br /&gt;
bronze&lt;br /&gt;
lay pewter&lt;br /&gt;
platinum&lt;br /&gt;
zinc&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
almandine&lt;br /&gt;
crystal glass&lt;br /&gt;
black opal&lt;br /&gt;
brown jasper&lt;br /&gt;
brown zircon&lt;br /&gt;
pifire opal&lt;br /&gt;
prase&lt;br /&gt;
red grussular&lt;br /&gt;
red spinel&lt;br /&gt;
yellow diamond&lt;br /&gt;
yellow grossular&lt;br /&gt;
&lt;br /&gt;
=== Refuse ===&lt;br /&gt;
bat ray tooth&lt;br /&gt;
giant albatross tooth&lt;br /&gt;
giant cockatiel bone&lt;br /&gt;
giant nautilus shell&lt;br /&gt;
giant pond turtle shell&lt;br /&gt;
green tree frog tooth&lt;br /&gt;
llama wool&lt;br /&gt;
panda tooth&lt;br /&gt;
salmon bone&lt;br /&gt;
snapping turtle shell&lt;br /&gt;
&lt;br /&gt;
=== Color ===&lt;br /&gt;
buff&lt;br /&gt;
midnight blue&lt;br /&gt;
sandy taupe&lt;br /&gt;
scarlet&lt;br /&gt;
silver&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
jackal leather&lt;br /&gt;
pine wood&lt;br /&gt;
rope reed fiber fabric&lt;br /&gt;
glumprong wood&lt;br /&gt;
&lt;br /&gt;
=== Finished good ===&lt;br /&gt;
cabochons&lt;br /&gt;
gems&lt;br /&gt;
&lt;br /&gt;
==== Ammo ====&lt;br /&gt;
bolts&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
breastplates&lt;br /&gt;
greaves&lt;br /&gt;
shoes&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
crossbows&lt;br /&gt;
short swords&lt;br /&gt;
spears&lt;br /&gt;
&lt;br /&gt;
==== Crafts ====&lt;br /&gt;
coins&lt;br /&gt;
figurines&lt;br /&gt;
goblets&lt;br /&gt;
quivers&lt;br /&gt;
rings&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
anvils&lt;br /&gt;
coffins&lt;br /&gt;
grates&lt;br /&gt;
thrones&lt;br /&gt;
&lt;br /&gt;
=== Likes ===&lt;br /&gt;
aplaca for their long necks&lt;br /&gt;
flies for their ability to annoy&lt;br /&gt;
guineafowl for their social nature&lt;br /&gt;
jabberers for their frightening beaks&lt;br /&gt;
nether-caps for their coldness to the touch&lt;br /&gt;
opah for their coloration&lt;br /&gt;
rats for their friendliness&lt;br /&gt;
reindeer for their large herds&lt;br /&gt;
water buffalos for their water wallowing&lt;br /&gt;
white-browed gibbons for their ability to swing through the trees&lt;br /&gt;
yaks for their shaggy hair&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
aye-aye&lt;br /&gt;
black mamba&lt;br /&gt;
cave lobster&lt;br /&gt;
demon rat&lt;br /&gt;
dwarven ale&lt;br /&gt;
dwarven sugar&lt;br /&gt;
dwarven wine&lt;br /&gt;
fisher berry wine &lt;br /&gt;
gutter cruor&lt;br /&gt;
horse's milk&lt;br /&gt;
Longland flour&lt;br /&gt;
mackerel&lt;br /&gt;
monarch butterfly&lt;br /&gt;
pig's milk&lt;br /&gt;
plump helmet&lt;br /&gt;
quarry bush leaves&lt;br /&gt;
red panda&lt;br /&gt;
sewer brew&lt;br /&gt;
strawberry wine&lt;br /&gt;
sun berries&lt;br /&gt;
swamp whiskey&lt;br /&gt;
sweet pod seeds&lt;br /&gt;
tapir cheese&lt;br /&gt;
tuber beer&lt;br /&gt;
wheat flour&lt;br /&gt;
wild strawberry seeds&lt;br /&gt;
&lt;br /&gt;
=== Don't likes ===&lt;br /&gt;
jumping spiders&lt;br /&gt;
large roaches&lt;br /&gt;
moon snails&lt;br /&gt;
purring maggot&lt;br /&gt;
slugs&lt;br /&gt;
worms&lt;br /&gt;
&lt;br /&gt;
== Stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
=== Stockpile of Cages ===&lt;br /&gt;
In [[]]&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=176897</id>
		<title>v0.34:Gem industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Gem_industry&amp;diff=176897"/>
		<updated>2012-08-15T23:33:13Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Industry Management */ What was in the past should be written in articles for earlier versions rather than here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:39 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of the skills and materials involved, the gem industry is very closely tied to the [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''' or '''large gems.''' At the same workshop, a dwarf uses the [[Gem setter]] skill to take the cut gems and use them to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining Gems==&lt;br /&gt;
The easiest way to obtain rough gems is through [[mining]], every gem has a 100% chance of being dropped when mined.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in all ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in Gem Cutting and Gem Setting, or at least preventing those skills from becoming [[Rusty]].&lt;br /&gt;
&lt;br /&gt;
Finally, all manner of gems are generally available through trade with dwarf and human [[caravan]]s, including rough gems, cut gems, large gems, gem crafts, and various glass products.&lt;br /&gt;
&lt;br /&gt;
==Gem Cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be encrusted (see '''Gem Setting''', below). Large gems and gem crafts are [[finished goods]] and occur much more seldom; gem crafts are rarer than large gems. The gem cutter's skill level does not appear to affect the chances of producing a large gem or gem crafts, since gems have no quality levels, but it is possible that levels past [[Legendary]] might affect the process{{verify}}. Experimental results suggest that the odds of getting a large gem are 1 in 7, and the odds of gem crafts are 1 in 15{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large Gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem of base quality is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Gem Crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting{{verify}}. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect Gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (120); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼, plus the value of any additional decorations. Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. Forbidding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem Setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of [[stockpiles]], and probably locking the [[jeweler]] in a [[burrow]] to avoid them going to different stockpiles.&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem{{verify}}), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for all purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possibly, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts et al. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is typical for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like.&lt;br /&gt;
&lt;br /&gt;
==Gem Windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value.&lt;br /&gt;
&lt;br /&gt;
==Industry Management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contains valuable gems (like [[kimberlite]], the source of all diamonds).&lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Designate the jeweler's workshop/high-value stockpile as a burrow specific your highest-level jeweler(s), and the jeweler's workshop/low-value stockpile as a burrow specific to your jewelers-in-training. For extra safety, use ({{key|q}}-{{key|P}}) to set the high-value jeweler's workshop profile so only your highest-skilled jewelers can use it.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Encrusting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible, as part of the burrow. And, if necessary, lock the doors until the jeweler encrusts the item.&lt;br /&gt;
&lt;br /&gt;
==Industry Overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |A|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Mining&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|A|#ccc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|A|#fff| rough rock crystals&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|#afa|C|#afa|L|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|T|#afa|L|#afa| sometimes created&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|C|#afa|E|    |&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Windows&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|▒|#f00|▒|#00f| |#fff|&lt;br /&gt;
  | |#fff|▒|#0f0|▒|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Large Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Crafts&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#f00|♀|#f00|o|#00f|°|#00f|&lt;br /&gt;
  |Å|#0f0|¶|#0f0|♀|#fff|δ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Furnit. Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
  |      |A|#acc|      |&lt;br /&gt;
  |E|    |C|#acc|L|#acc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|T|#acc|L|#acc| 3 gems are needed&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Cut Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Goods industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |C|#fff|A|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Goods industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Finished Goods&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#770|¶|#fff|Å|#555|♀|#555|&lt;br /&gt;
  |♀|#999|♀|#090|δ|#ff0|æ|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |L|#fff|C|#afa|A|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Encrusted Goods&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#770|¶|#fff|Å|#555|♀|#555|&lt;br /&gt;
  |♀|#999|♀|#090|δ|#ff0|æ|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Furniture industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |C|#fff|A|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Furniture industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |L|#fff|C|#afa|A|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Encrusted Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Arms industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |C|#fff|A|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Arms industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
  |/|#999|/|#770|/|#770|/|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |L|#fff|C|#afa|A|#afa|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Encrusted Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
  |/|#999|/|#770|/|#770|/|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bolt&amp;diff=176880</id>
		<title>v0.34 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Bolt&amp;diff=176880"/>
		<updated>2012-08-15T13:16:30Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Inconsistency? */ Great work so far, please continue and share your results.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Inconsistency? ==&lt;br /&gt;
&amp;quot;Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tests show that even wooden bolts are effective against armored targets with the new release. Copper bolts have been known to pierce adamantine consistently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These two statements flatly contradict each other, is either true? [[User:OrangePikmin|OrangePikmin]] 21:31, 7 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The problem is the assumption that adamantine is the best armor against bolts.  I have done arena testing which clearly shows it is not.  Steel and copper armor will both deflect 98% of pine bolts, while adamantine only deflects 58%.  This is quite strange, and I am not sure why this is happening.  My best guess is that, since adamantine is completely rigid and very light, it essentially converts the edged attack of a bolt into a blunt attack with the same force and contact area.  &lt;br /&gt;
&lt;br /&gt;
Summary of Arena Testing:&lt;br /&gt;
* Dwarves armored with breastplate, helm, greaves, 2 gauntlets, and 2 low boots of indicated material.&lt;br /&gt;
* Armed with adamantine crossbow, and 100 bolts of indicated material.&lt;br /&gt;
* Great archer/marksdwarf, grand master armor user.&lt;br /&gt;
* Usually 20 dwaves from each side positioned on either side of the 3 tile wide trenches in the standard arena.&lt;br /&gt;
* Used a perl script to count the indicated words within gamelog.txt&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! bolt material&lt;br /&gt;
! armor material&lt;br /&gt;
! hits (&amp;quot;flying&amp;quot;)&lt;br /&gt;
! deflections (&amp;quot;deflect&amp;quot;)&lt;br /&gt;
! through armor (&amp;quot;through&amp;quot;)&lt;br /&gt;
! headshots (&amp;quot;head&amp;quot;)&lt;br /&gt;
! fatal headshots (&amp;quot;killed&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| pine&lt;br /&gt;
| steel&lt;br /&gt;
| 2011	&lt;br /&gt;
| 1814	&lt;br /&gt;
| 29	&lt;br /&gt;
| 93	&lt;br /&gt;
| 0	&lt;br /&gt;
|-&lt;br /&gt;
| copper	&lt;br /&gt;
| steel	&lt;br /&gt;
| 856	&lt;br /&gt;
| 0	&lt;br /&gt;
| 772	&lt;br /&gt;
| 38	&lt;br /&gt;
| 26&lt;br /&gt;
|-&lt;br /&gt;
| pine	&lt;br /&gt;
| adamantine	&lt;br /&gt;
| 996	&lt;br /&gt;
| 533	&lt;br /&gt;
| 386	&lt;br /&gt;
| 51	&lt;br /&gt;
| 10	&lt;br /&gt;
|-&lt;br /&gt;
| pine	&lt;br /&gt;
| copper	&lt;br /&gt;
| 1390	&lt;br /&gt;
| 1241	&lt;br /&gt;
| 25	&lt;br /&gt;
| 61	&lt;br /&gt;
| 0		&lt;br /&gt;
|}&lt;br /&gt;
I am continuing testing, and will try to add a more complete table of results to the bolt wiki page when I am finished.--[[User:Pirate Bob|Pirate Bob]] 12:37, 15 August 2012 (UTC)&lt;br /&gt;
:Side note: it's &amp;quot;adamanti'''ne'''&amp;quot;, not &amp;quot;adamanti'''um'''&amp;quot; - this is Dwarf Fortress, not Marvel Comics. --[[User:Quietust|Quietust]] 12:50, 15 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: This is great research, Bob. Please continue testing. Ideally test every combination of arrow material and every armor. try to include wooden, leather and bone armor. And Bone arrows, too, please. If I find the time, I may try to verify your results. I did not know that you have a gamelog.txt of the fights in the arena. I can write a Python script analyzing the figthts, then. --[[User:Nagidal|Nagidal]] 13:16, 15 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Decorated bolts ==&lt;br /&gt;
&lt;br /&gt;
There used to be an exploit wherein encrusting bolts with gems gave them enormous value boost because decoration value is counted for every bolt in stack. As I get it, Toady fixed it by setting value multiplier for bolt decorations to 1/3 instead of 10. Should be this mentioned somewhere? Also, if you manage to get a stack of more than 30 bolts, this is still an issue - e.g., for bolts[60] decorations value is doubled. --04:17, 21 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=176871</id>
		<title>v0.31 Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=176871"/>
		<updated>2012-08-15T09:21:07Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Never Drowning Invaders */ possibly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
Sorry, didn't realize injury system had changed. That said, healing of even &amp;quot;inhibited&amp;quot; wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goblin Ambushers fighting amongst themselves ==&lt;br /&gt;
&lt;br /&gt;
I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.&lt;br /&gt;
&lt;br /&gt;
How about something like this as a temporary entry until more can be added?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode). &lt;br /&gt;
Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version. &lt;br /&gt;
&lt;br /&gt;
Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:Truean|Truean]] 13:01, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Silver Weapons==&lt;br /&gt;
My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned.&lt;br /&gt;
- [[User:Ancient History|Ancient History]] 23:44, 28 June 2010 (UTC)&lt;br /&gt;
:I can confirm that, my first snatchers and ambush had: &amp;quot;large silver dagger&amp;quot; , &amp;quot;silver whip&amp;quot;, &amp;quot;silver flail&amp;quot;, the remaining items were copper, leather and cloth, though...--[[User:Kaos|Kaos]] 09:20, 16 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins playable without modding in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.&lt;br /&gt;
&lt;br /&gt;
So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. [[Special:Contributions/24.136.237.184|24.136.237.184]] 23:56, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins as a religion ==&lt;br /&gt;
Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --[[User:TomiTapio|TomiTapio]] 20:08, 20 July 2010 (UTC)&lt;br /&gt;
:Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:23, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hippie Goblin General ==&lt;br /&gt;
So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about &amp;quot;driven to the ruthless protection of nature&amp;quot;. Being a new player at the time, I assumed that goblins were only mean and nasty ''for the sake of the poor trees''. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? [[User:Aussiemon|Aussiemon]] 00:08, 7 September 2010 (UTC)&lt;br /&gt;
:It's no bug - that elf was captured (or possibly his parents) by goblin babysnatchers and worked his way up through the ranks of Goblin society to become a General. --[[User:Quietust|Quietust]] 01:29, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Peaceful Goblins? ==&lt;br /&gt;
&lt;br /&gt;
The Trading page mentions getting Goblin traders if your fort is at peace with the goblins, is that true? and if so, should info about that be mentioned on this page? a method to make peace with the goblins would be helpful to the survival of any fortress.--[[User:Twilightdusk|Twilightdusk]] 03:07, 24 November 2010 (UTC)&lt;br /&gt;
:Well, my current fort is at peace with the goblins, and I haven't gotten any traders. But I actually came here to ask how to change that &amp;lt;_&amp;lt; The map I'm on lacks iron ore, but abounds in flux stone and bituminous coal, so goblinite is the only source of iron my fort has. [[Special:Contributions/196.210.207.99|196.210.207.99]] 11:19, 10 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Never Drowning Invaders ==&lt;br /&gt;
&lt;br /&gt;
Ha. I got a nice one! I built a mechanism to defent myfortress, which works this way: There is a path with traps. The invaders must walk this path to get into my fortress. They die, or they dodge the traps, which makes them fall them into the open space. Ok, so then I had a &amp;quot;pit&amp;quot; (not a zone, I jsut call it pit) with bundles of golbins and humans. I flooded it with water. The depth was 7 and there past 1 or 2 hours (100 FPS). They vanished. After these 1 or 2 hours I removed the water and suddenly the whole army which was trapped down there climbs up the stairs and attacks me. What the..? They did not drown. Is that bug known to you?&lt;br /&gt;
&lt;br /&gt;
The strange thing is: If goblins come on turtles and walk on the brook, they fall one Z level down and get stuck in the river. The goblins, who ride on these turtles drown. Hm, why don´t the drown in my water-death-trap?&lt;br /&gt;
&lt;br /&gt;
I think it's possible for some creatures to avoid drowning if there is open space above them(possibly also ramp access.) A sure way to drown anything that doesn't have gills and breathes is to pit them into a pond/river with a floor or a wall above the space where drowning takes place. Alternatively, replace water with magma for guaranteed &amp;quot;drowning.&amp;quot; --[[User:Struck Down|Struck Down]] 22:20, 14 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I remember that this was true in 31:x. In 34.11 I saw a goblin falling into the river, but since river beds have slopes to their sides now, he could easily escape. I think this is not a bug. Goblins are generally swimmers and have no reason to drown if there is open space above them. --[[User:Nagidal|Nagidal]] 09:21, 15 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Animal_trainer&amp;diff=176837</id>
		<title>v0.34 Talk:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Animal_trainer&amp;diff=176837"/>
		<updated>2012-08-13T08:32:18Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Training hunting/war animals */  added some straightforward instructions how to train animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Page out of date ==&lt;br /&gt;
&lt;br /&gt;
This page needs to be rewritten, as training was completely revamped in today's release (34.06)&lt;br /&gt;
&lt;br /&gt;
[[User:Tharwen|Tharwen]] 00:58, 24 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Moved the info from Kennel over. I corrected what I noticed was out of date; I think I got it all. Apologies if I missed anything. --[[User:Zombiejustice|Zombiejustice]] 18:59, 5 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added content about the domestication of wild animals. If anybody knows the effects training quality has, please feel free to add it in. The effects of civilization knowledge of animal training would be nice too. I'd also like confirmation on training young animals becoming &amp;quot;domesticated&amp;quot; and forever tame: I read that somewhere but can't seem to find it anymore, nor have I actually tested that out. Does it work on fully wild young animals? Only young animals born from trained animals? If the latter, does the parent have to have a particular quality of training? --[[User:Reilwin|Reilwin]] 03:28, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added what I've learned so far.  Training quality absolutely affects the time it takes to revert.  I've gotten into the second generation of [[Wild boar]] training, and, so far, it seems that the training quality of the mother gets passed on to the offspring.  By assigning a trainer, you are then adding to that initial training quality, thus allowing for domestication.  So, something like this:  Urist McTrainer tames a breeding pair of wild boar.  Boar gets +Trained+ while sow gets *Trained*.  For the Sow, that means that it went from wild (say, training level 0, to level 4) Urist McTrainer reinforces the training, and eventually a Piglette *Trained* is born, with no trainer assigned.  By assigning Urist McTrainer to the Piglette, which starts at level 4, you then have the option to adding to the training level up to Urist's training ability.  Thus, Piglette can go from level 4 to level 7, domesticated, since Urist can add up to 4 levels, and domesticated is the highest we can go.  I think.  --[[User:MisterB777|MisterB777]] 18:37, 10 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that children of masterfully trained wild animals will be born masterfully trained, and that if you assign your trainer to them they will become tame. Something else I ran into that people might want to take note of. I had a bunch of gray langurs that my trainer trained masterfully. I decided to get rid of them, so I butchered them. You know how you have trouble with crafters if one of their masterful items is destroyed? Yeah, same thing here. One absolutely miserable trainer.&lt;br /&gt;
&lt;br /&gt;
== Training hunting/war animals ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to train a tame animal into hunting/war with the new Animal training zone? When the taining still worked at the kennel, you could choose the wanted animal directly, but from the zone, I have no idea how to start the actual training process. I do have some animal trainers and a lot of dogs that are &amp;quot;waiting to be trained&amp;quot; but I can't assign the dogs to the trainers like a work animal and the only thing I can do with the dog directly is marking it ready for butchering.&lt;br /&gt;
I've also tried putting them into a restraint inside the training zone and making the training zone the meeting hall, so the dogs would wander around in it.&lt;br /&gt;
&lt;br /&gt;
:You handle all training assignments from the &amp;quot;z&amp;quot; screen. Go to the Animals menu and set training duties from there. --[[User:MoogleDan|MoogleDan]] 17:35, 17 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Perhaps this should be added to the main page?  I'm going to add it if there is no objection.&lt;br /&gt;
&lt;br /&gt;
:::Add it please.I was lost for hours on this. However after doing that I havn't been able to train a war dog still.&lt;br /&gt;
&lt;br /&gt;
:::: I added some info on how to train animals, HTH. --[[User:Nagidal|Nagidal]] 08:32, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== War training pastured animals ==&lt;br /&gt;
&lt;br /&gt;
The statement &amp;quot;Pastured animals can only be trained if the zone is located within their pasture.&amp;quot; is false. I observed pastured giraffes being war trained in their pastures while I had the animal training zone in some other part of the fort. Please confirm and correct the article if true.&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=176836</id>
		<title>v0.34:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=176836"/>
		<updated>2012-08-13T08:31:34Z</updated>

		<summary type="html">&lt;p&gt;Nagidal: /* Training Tasks */ added some straightforward instructions how to train animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:36, 10 January 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either taming wild ones, or training certain species for war or hunting.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_Training|animal training zone]] is required for all training activities.&lt;br /&gt;
&lt;br /&gt;
==Domesticating wild animals==&lt;br /&gt;
&lt;br /&gt;
An animal trainer is needed in order to domesticate wild animals. To do so you will need an animal captured in a [[trap#Cage_Trap|cage trap]], an animal training zone, and some plants or meat depending on whether the animal is carnivorous or herbivorous. To have your animal trainer begin taming a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to tame it.&lt;br /&gt;
&lt;br /&gt;
A wild animal can (must?) be trained from a cage. The trainer will bring food to the cage. Once the animal is no longer wild, it may be released from the cage (e.g. assigned to a [[pasture]] or [[restraint]]), and further training will take place wherever the animal is.  Trained animals become immune to traps.  However, if the animal reverts to the wild state it will retain its trap immunity, making it quite difficult to recapture. {{Bug|6002}}&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time and must have a trainer permanently assigned to them to ensure they remain friendly. Trained animals have a quality associated to their training whose full effects are not yet fully known, but seems to include the time before they revert to a wild state. The last state before an animal becomes fully wild is 'semi-wild' which prompts a game announcement.  Here are the known training quality levels:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals who are trained while young may become fully domesticated and will remain forever tame. In addition, animals who are born from a trained animal will inherit the mother's trained status, including the training quality.  It appears that this added training quality, with the addition of training reinforcement by assigning a trainer, allows for the progression to domestication.&lt;br /&gt;
&lt;br /&gt;
Finally, when training animals that your civilization has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven caravan returns to the mountainhomes. The effects of these are unknown but may result in easier or faster training by animal trainers in future fortresses established by that civilization.&lt;br /&gt;
&lt;br /&gt;
==Bonding==&lt;br /&gt;
As animal trainers work with an animal, they may become bonded to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and regardless of training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
==Training Tasks==&lt;br /&gt;
To train an animal for Hunting or war, you need a [[Zone#Animal_Training|training zone]] ({{k|i}}, {{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}, {{k|Enter}}) and find there a trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training o {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task.&lt;br /&gt;
&lt;br /&gt;
===Train a Hunting Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING], an 'animal training' activity zone, and an [[animal trainer]].  Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist), an 'animal training' activity zone, and an [[animal trainer]]. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting.  Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Animal tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires an 'Animal Training' activity zone and food (edible [[crop|plant]] for herbivores, [[meat]] for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, [[seed]]s will stay in the cage, possibly making it unusable until all the seeds in it are [[Activity zone#Garbage Dump|dump]]ed.&lt;br /&gt;
&lt;br /&gt;
Certain animals are trivial to tame ([[domestic animal]]s are well known by dwarven civilizations), some are rather easy to tame (animals from [[Cavern]]s aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. Badly trained animals can revert to a wild state, resulting in [[fun|dragons rampaging through the fortress]].&lt;br /&gt;
&lt;br /&gt;
Sadly, [[noble]]s cannot be trained, no matter how desperately they need it.&lt;br /&gt;
&lt;br /&gt;
==Trainable war/hunting animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giraffe]]&lt;br /&gt;
|1,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
| Too small&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|☼ ♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|☼ &lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|☼ [[Megabeast]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''☼ - These animals are a good choice for your army.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''♪ - These animals are good companions for hunters and marksdwarves.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&lt;br /&gt;
&lt;br /&gt;
==Tame water creatures==&lt;br /&gt;
It is reportedly possible to capture and tame water creatures if special care is used. But it's unknown how to butcher them.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=75780.0]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Nagidal</name></author>
	</entry>
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