<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Octorok</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Octorok"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Octorok"/>
	<updated>2026-05-05T15:45:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=138372</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=138372"/>
		<updated>2011-03-16T02:36:54Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a building that {{L|egg}} laying creatures will use to lay their eggs in. A [[tool|nest box]] is created at a {{L|craftsdwarf's workshop}} or {{L|metalsmith's forge}}.  Once {{k|b}}uilt, the box will be claimed by an egg laying animal.  The animal that claims the nest box will periodically lay {{L|egg}}s into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch.  &lt;br /&gt;
&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s.&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=138092</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=138092"/>
		<updated>2011-03-11T03:00:34Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''nest box''' is a building that {{L|egg}} laying creatures will use to lay their eggs in. A [[tool|nest box]] is created at a {{L|craftsdwarf's workshop}} or {{L|metalsmith's forge}}.  Once {{k|b}}uilt, the box will be claimed by an egg laying animal.  The animal that claims the nest box will periodically lay {{L|egg}}s into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be {{L|forbidden}}, or access to the nest box can be blocked with locked doors.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are unlikely to ever hatch.  &lt;br /&gt;
&lt;br /&gt;
It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of {{L|catsplosion}}s.&lt;br /&gt;
&lt;br /&gt;
A current bug causes wild egg layers to claim nest boxes and attack any tame animals roosting nearby.  This bug makes it possible to create a dwarven cockfighting ring on maps with wild poultry. By the same token, nest boxes can be built out in wilder areas away from domesticated birds where the wild birds will lay eggs to be collected.&lt;br /&gt;
&lt;br /&gt;
[[category:buildings]]&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ghost&amp;diff=137168</id>
		<title>v0.31 Talk:Ghost</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ghost&amp;diff=137168"/>
		<updated>2011-02-28T00:40:43Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ghost Claiming Coffins==&lt;br /&gt;
There is a ghost in my fortress (restless haunt from a merchant who fell into a river) who appears to be claiming coffins on his own and automatically designating a room from them.  If I free the tomb, he instantly makes another into a room.  Don't really have a problem with this, except that I think it's giving my baron the &amp;quot;was utterly traumatized by a lesser's pretentious burial arrangements&amp;quot; thought.  Anybody else have this issue? --[[User:Octorok|Octorok]] 00:40, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scared to death ==&lt;br /&gt;
Can ghosts still scare people to death? I generally don't leave corpses around to find out ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-yes they do. Had my first incident with a ghost yesterday and a dwarf got scared to death. (31.18)&lt;br /&gt;
&lt;br /&gt;
besides: He wasn't called a murderous Ghost or anything like that. Just &amp;quot;ghostly hunter&amp;quot; (hunting was his profession in life). -Zaibusa&lt;br /&gt;
&lt;br /&gt;
== Ghost Data ==&lt;br /&gt;
&lt;br /&gt;
Judging from the string dump, ghosts can do the following things to the living:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
--[[User:Quietust|Quietust]] 17:26, 14 November 2010 (UTC)&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
I would love to read here, what ghosts actually DO! Do they harm our dorfs, are they just annoying? Please add to it :) --[[User:Lesconrads|Lesconrads]] 17:21, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost Types ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf go insane after a mood, melancholy to be specific. He can back as a moaning spirit. Has anyone noticed Melancholy dwarfs turning into moaning ghosts?  Possible that's one cause for that kind of ghost. Thematically it would make sense.--[[User:Khelek|Khelek]] 04:43, 19 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had an Angry ghost come a dead dwarf who had been ecstatic but died in battle.  [[Special:Contributions/99.111.152.215|99.111.152.215]] 00:42, 10 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Babies won't become ghosts ==&lt;br /&gt;
&lt;br /&gt;
A child and a baby died in my danger room (!!SCIENCE!!). The child came back as a ghost, while the baby stayed dead. --[[User:Blur|Blur]] 10:29, 27 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Not only can babies become ghosts, they can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up while dead!]  [[User:Uristocrat|Uristocrat]] 02:11, 17 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Party until you die ==&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=70423.0&lt;br /&gt;
&lt;br /&gt;
Ahem, ghosts can now throw parties&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/2.103.51.3|2.103.51.3]] 04:03, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: Urist McParty Dwarf turned up to rave, only to find the party was dead... [[User:Djsmiley2k|Djsmiley2k]]&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Octorok&amp;diff=137085</id>
		<title>User:Octorok</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Octorok&amp;diff=137085"/>
		<updated>2011-02-25T21:36:25Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What's Happening In Octorok's Fort?==&lt;br /&gt;
[[File:Macebolt.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Turkeybrawl.png]]&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Turkeybrawl.png&amp;diff=137084</id>
		<title>File:Turkeybrawl.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Turkeybrawl.png&amp;diff=137084"/>
		<updated>2011-02-25T21:34:38Z</updated>

		<summary type="html">&lt;p&gt;Octorok: I lost 10☼ on this fight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I lost 10☼ on this fight.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Octorok&amp;diff=137081</id>
		<title>User:Octorok</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Octorok&amp;diff=137081"/>
		<updated>2011-02-25T21:22:51Z</updated>

		<summary type="html">&lt;p&gt;Octorok: Created page with '==What's Happening In Octorok's Fort?== File:Macebolt.png'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What's Happening In Octorok's Fort?==&lt;br /&gt;
[[File:Macebolt.png]]&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Macebolt.png&amp;diff=137079</id>
		<title>File:Macebolt.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Macebolt.png&amp;diff=137079"/>
		<updated>2011-02-25T21:21:45Z</updated>

		<summary type="html">&lt;p&gt;Octorok: ouch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ouch&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=137076</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=137076"/>
		<updated>2011-02-25T21:15:42Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maces as ammo?==&lt;br /&gt;
I just saw an engraving in my fort that claims a goblin was mortally wounded by a steel mace shot out of a bismuth bronze crossbow... anybody seen this sort of thing happen? --[[User:Octorok|Octorok]] 21:15, 25 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wooden and bone bolts aren't supposed to be effective against armor, it's unrealistic.==&lt;br /&gt;
I saw on the list of bugs concerning the effectiveness of armor, saying that it's useless against armor and some creatures. It's not supposed to be effective. Only an idiot could actually believe that wood or bone could put a hole in chain mail or plate armor. Same goes for gold, silver, and other soft metals. Remove this &amp;quot;bug&amp;quot; from the list before you damage your credibility further.&lt;br /&gt;
&lt;br /&gt;
==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weaponsmiths.  See {{L|Bowyer}} for full details.  Probably either that info should be repeated here, or (preferably I think) this page merged with {{L|Crossbow}}. [[User:Bognor|Bognor]] 12:28, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Encrust Ammo==&lt;br /&gt;
Is there any reason that you would want to encrust ammo with gems? I can only think of trading them but they are much more valuable as ammunition.--[[Special:Contributions/98.193.70.214|98.193.70.214]] 15:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Friendly Fire==&lt;br /&gt;
is this an issue? e.g. if i have a melee of goblins and dwarves fighting in an enclosed space, will my marksdwarves hiding behind nearby fortifications hit, injure or kill dwarves by accident? and if so, would it still be likely to occur if the marksdwarves are trained?--[[User:DJ Devil|DJ Devil]] 02:51, 15 December 2010 (UTC)&lt;br /&gt;
:This is untested, but I believe FF is a danger. From what I can tell, DF does calculate a full trajectory for weapons, and this game doesn't pull punches. --[[User:Waladil|Waladil]] 14:02, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=137075</id>
		<title>v0.31 Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bolt&amp;diff=137075"/>
		<updated>2011-02-25T21:15:23Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Maces as ammo?==&lt;br /&gt;
I just saw an engraving in my fort that claims a goblin was mortally wounded by a steel mace shot out of a bismuth bronze crossbow... anybody seen this sort of thing happen?&lt;br /&gt;
&lt;br /&gt;
==Wooden and bone bolts aren't supposed to be effective against armor, it's unrealistic.==&lt;br /&gt;
I saw on the list of bugs concerning the effectiveness of armor, saying that it's useless against armor and some creatures. It's not supposed to be effective. Only an idiot could actually believe that wood or bone could put a hole in chain mail or plate armor. Same goes for gold, silver, and other soft metals. Remove this &amp;quot;bug&amp;quot; from the list before you damage your credibility further.&lt;br /&gt;
&lt;br /&gt;
==Starting with bolts at embark==&lt;br /&gt;
When buying bolts from the [[df2010:starting build|&amp;quot;prepare for the journey carefully&amp;quot;]] screen, they come in [[stack]]s of 5. Interesting...--[[User:Albedo|Albedo]] 05:43, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bolt Quality==&lt;br /&gt;
Does bolt quality have any effect on combat effectiveness? or does it just affect value? --[[User:Shabang50|Shabang50]] 17:02, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== .31.09 ==&lt;br /&gt;
Need some testing with the new values to see how they work now. [[User:Richards|Richards]] 22:15, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Made by who? ==&lt;br /&gt;
Metal bolts are made by weaponsmiths or bowyers? --[[User:Romeofalling|Romeofalling]] 04:30, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weaponsmiths.  See {{L|Bowyer}} for full details.  Probably either that info should be repeated here, or (preferably I think) this page merged with {{L|Crossbow}}. [[User:Bognor|Bognor]] 12:28, 5 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Encrust Ammo==&lt;br /&gt;
Is there any reason that you would want to encrust ammo with gems? I can only think of trading them but they are much more valuable as ammunition.--[[Special:Contributions/98.193.70.214|98.193.70.214]] 15:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Friendly Fire==&lt;br /&gt;
is this an issue? e.g. if i have a melee of goblins and dwarves fighting in an enclosed space, will my marksdwarves hiding behind nearby fortifications hit, injure or kill dwarves by accident? and if so, would it still be likely to occur if the marksdwarves are trained?--[[User:DJ Devil|DJ Devil]] 02:51, 15 December 2010 (UTC)&lt;br /&gt;
:This is untested, but I believe FF is a danger. From what I can tell, DF does calculate a full trajectory for weapons, and this game doesn't pull punches. --[[User:Waladil|Waladil]] 14:02, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=136932</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=136932"/>
		<updated>2011-02-24T22:43:33Z</updated>

		<summary type="html">&lt;p&gt;Octorok: Undo revision 136745 by Dunenkoff (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads), the squad leader will always be mounted.  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt kill your {{L|dwarves}}.&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s or {{L|Ogre}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s, or {{L|rutherer}}s for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over you fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|voracious cave crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden sticks, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should their {{L|diplomat}} die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Ceramic_industry&amp;diff=136781</id>
		<title>v0.31:Ceramic industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Ceramic_industry&amp;diff=136781"/>
		<updated>2011-02-22T10:55:57Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Ceramic Industry''' is a source of items such as {{L|container|jugs and large pots}}, {{L|block|bricks}}, {{L|statue}}s, {{L|trade goods|crafts}}, and {{L|Hive|beehives}}. Three types of ceramics can be produced - {{L|earthenware}}, {{L|stoneware}}, and {{L|porcelain}}.&lt;br /&gt;
&lt;br /&gt;
==Varieties of Ceramics==&lt;br /&gt;
&lt;br /&gt;
*Producing {{L|earthenware}} requires a lump of {{L|clay}}, {{L|silty clay}}, {{L|sandy clay}}, or {{L|clay loam}}. Earthenware items are {{L|value|worth}} 3 times as much as objects made from most {{L|stone}}, making it equivalent to {{L|obsidian}}. In order to store liquids in earthenware containers, they must first be glazed.&lt;br /&gt;
*Producing {{L|stoneware}} requires a lump of {{L|fire clay}}. Stoneware items are worth 4 times as much as items made from most stones, and they can safely store liquids without having to be glazed.&lt;br /&gt;
*Producing {{L|porcelain}} requires a chunk of {{L|kaolinite}}.  Porcelain items are worth ten times as much as objects made from most stones, making it equivalent in value to metals like {{L|silver}}.&lt;br /&gt;
&lt;br /&gt;
==Producing Ceramics==&lt;br /&gt;
&lt;br /&gt;
To make items from clay, the clay must first be gathered using a task available at any {{L|kiln}}, &amp;quot;Collect Clay&amp;quot;.  You must designate a {{L|activity zone|Clay Collection zone}} from the ({{k|i}})-menu that includes an accessible area of clay in order for this task to succeed.&lt;br /&gt;
&lt;br /&gt;
Once you have a lump of clay, you can order earthenware or stoneware goods to be created at the kiln; porcelain goods can be made once you mine out some kaolinite.  A standard {{L|kiln}} will consume one unit of {{L|fuel}} per job; a {{L|magma kiln}} uses no fuel. Note that the kiln does '''not''' allow you to select which type of ceramic to produce - your potter will take the closest available material, whether it be ordinary clay, fire clay, or kaolinite.&lt;br /&gt;
&lt;br /&gt;
==Collecting clay==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Collect Clay&amp;quot; order at the kiln requires the &amp;quot;{{L|hauling#Item hauling|item hauling}}&amp;quot; labor, not pottery or furnace operating. The Collect Clay order does, however, still occupy the kiln, preventing potters from working in it until it has been completed. Collecting clay is also a time consuming task, and potters quickly become faster at making items then at gathering materials to the point that jobs are cancelled as clay becomes scarce.&lt;br /&gt;
&lt;br /&gt;
Unlike the {{L|glass industry}}, collecting clay does not require any sort of container, so all you need to do is have several kilns set to &amp;quot;Collect Clay&amp;quot; on repeat (preferably with 10 instances of the task so the {{L|manager}} will not use them for work orders) - any available dwarves will simply walk to the clay collection zone, work for a while, then haul the lump of clay to a stone {{L|stockpile}} (or leave it lying on the floor if there's no room).&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Dearsanta.png&amp;diff=136765</id>
		<title>File:Dearsanta.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Dearsanta.png&amp;diff=136765"/>
		<updated>2011-02-22T02:18:07Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dear Santa,&lt;br /&gt;
for goblin Christmas, I would like...&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Egg&amp;diff=136756</id>
		<title>v0.31:Egg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Egg&amp;diff=136756"/>
		<updated>2011-02-21T20:46:36Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
In dwarf fortress, eggs are laid by creatures with the {{L|creature token#L|LAYS_EGGS}} token.  This includes ordinary fowl, and also some more exotic creatures such as {{L|giant eagle}}s, {{L|dragon}}s, {{L|kobold}}s, and many others.  Eggs can be used by dwarves as {{l|food}}, or they can be hatched.  Hatching eggs requires that a male of the species be present (though this does not appear to guarantee fertilization) and that the dwarves are prevented from eating the egg before it hatches. Also if the egg is taken out of the nest box but not eaten it will just rot and not hatch.&lt;br /&gt;
&lt;br /&gt;
Egg laying animals will claim an empty {{L|Nest box}} if one is available.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Egg&amp;diff=136645</id>
		<title>v0.31:Egg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Egg&amp;diff=136645"/>
		<updated>2011-02-20T22:07:18Z</updated>

		<summary type="html">&lt;p&gt;Octorok: Created page with '{{av}}  In dwarf fortress, eggs are laid by creatures with the {{L|creature token#L|LAYS_EGGS}} token.  This includes ordinary fowl, and also some more exotic creatures such as {…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
In dwarf fortress, eggs are laid by creatures with the {{L|creature token#L|LAYS_EGGS}} token.  This includes ordinary fowl, and also some more exotic creatures such as {{L|giant eagle}}s, {{L|dragon}}s, {{L|kobold}}s, and many others.  Eggs can be used by dwarves as food, or they can be hatched.  Hatching eggs requires that a male of the species be present and that the dwarves are prevented from eating the egg before it hatches.  &lt;br /&gt;
&lt;br /&gt;
Egg laying animals will claim an empty {{L|Nest Box}} if one is available.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136550</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136550"/>
		<updated>2011-02-19T03:07:18Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A nest box is a building that {{L|egg}} laying creatures will use to lay their eggs in.  Before being {{k|b}}uilt, a [[tool|nest box]] must be created at a craftsdwarf's workshop or metalsmith's forge.  Once {{k|b}}uilt, the box will be claimed by an egg laying animal.  The animal that claims the nest box will not leave the box unless it is deconstructed, and will periodically lay eggs into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be forbidden, or access to the nest box can be blocked using locked doors etc.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are not likely to ever hatch.  It should be noted that most domestic birds have tremendous reproductive potential, and a few species of breeding birds can cause a population explosion that rivals even the deadliest of catsplosions.&lt;br /&gt;
&lt;br /&gt;
A current bug causes wild egg layers to claim nest boxes and attack any tame animals roosting nearby.  This bug makes it possible to create a dwarven cock fighting ring on maps with wild poultry.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136547</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136547"/>
		<updated>2011-02-19T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A nest box is a building that {{L|egg}} laying creatures will use to lay their eggs in.  Before being {{k|b}}uilt, a [[tool|nest box]] must be created at a craftsdwarf's workshop or metalsmith's forge.  Once {{k|b}}uilt, a nest box will be claimed by a creature that lays eggs.  The animal that claims the nest box will not leave the box unless it is deconstructed, and will periodically lay eggs into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch unless a male is present.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be forbidden, or access to the nest box can be blocked using locked doors etc.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are not likely to ever hatch.&lt;br /&gt;
&lt;br /&gt;
A current bug causes wild egg layers to claim nest boxes and attack any tame animals roosting nearby.  This bug makes it possible to create a dwarven cock fighting ring on maps with wild poultry.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136545</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136545"/>
		<updated>2011-02-19T02:48:22Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A nest box is a building that {{L|egg}} laying creatures will use to lay their eggs in.  Before being {{k|b}}uilt, a [[tool|nest box]] must be created at a craftsdwarf's workshop or metalsmith's forge.  Once {{k|b}}uilt, a nest box will be claimed by a creature that lays eggs.  The animal that claims the nest box will not leave the box unless it is deconstructed, and will periodically lay eggs into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be forbidden, or access to the nest box can be blocked using locked doors etc.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are not likely to ever hatch.&lt;br /&gt;
&lt;br /&gt;
A current bug causes wild egg layers to claim nest boxes and attack any tame animals roosting nearby.  This bug makes it possible to create a dwarven cock fighting ring on maps with wild poultry.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136544</id>
		<title>v0.31:Nest box</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Nest_box&amp;diff=136544"/>
		<updated>2011-02-19T02:47:45Z</updated>

		<summary type="html">&lt;p&gt;Octorok: Created page with '{{av}}  A nest box is a building that {{L|egg}} laying creatures will use to lay their eggs in.  Before being {{k|b}}uilt, a nest box must be created at a craftsdwarf's …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
A nest box is a building that {{L|egg}} laying creatures will use to lay their eggs in.  Before being {{k|b}}uilt, a [[tool|nest box]] must be created at a craftsdwarf's workshop or metalsmith's forge.  Once {{k|b}}uilt, a nest box will be claimed by a tame creature that lays eggs.  The animal that claims the nest box will not leave the box unless it is deconstructed, and will periodically lay eggs into the box.  A dwarf with the {{L|food hauling}} labor enabled will then remove the eggs and take them to a food stockpile.&lt;br /&gt;
&lt;br /&gt;
A nested female will lay eggs regardless of the presence of a male of the same species, however the eggs will not be fertilized and will not hatch.  If a male is present, the eggs may be fertilized and hatch if the dwarves can be prevented from snatching them out of the nest box and hauling them to be eaten.  To achieve this, eggs can be forbidden, or access to the nest box can be blocked using locked doors etc.  There may be no way of telling whether or not eggs have been fertilized, but if they sit in a nest box for more than two seasons, they are not likely to ever hatch.&lt;br /&gt;
&lt;br /&gt;
A current bug causes wild egg layers to claim nest boxes and attack any tame animals roosting nearby.  This bug makes it possible to create a dwarven cock fighting ring on maps with wild poultry.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=136526</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=136526"/>
		<updated>2011-02-19T00:20:11Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
For cage traps, see [[Traps#Cage_Trap|traps]].&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
Cages are stored on the Animal Stockpile.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
Cages can be constructed from {{L|wood}} at a {{L|carpenter's workshop}}, from {{L|metal}} at a {{L|metalsmith's forge}}, and from {{L|glass}} at a {{L|glass furnace}}.&lt;br /&gt;
&lt;br /&gt;
You can then either build them to a tile via {{k|b}} - {{k|j}} (this is needed for linking a lever to them, or assigning a pet to it) or simply keep them stockpiled so they can be used to load cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
When building a cage, you can use a cage that already has something inside. To precisely choose which cage to use, you can expand the list of the cages of a certain type via {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.  A major change in version .31.19 is that grazing creatures will starve if left in cages.  Grazing creatures require access to {{L|grass}}, {{L|moss}} or {{L|floor fungus}} for survival, which can be achieved by assigning them to a {{L|zone|pasture}} that has plenty of tasty grass/moss.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects or a {{L|dragon}}, a thousand cats plus more, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage (it must first be &amp;quot;built,&amp;quot; not just stored), {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot;+&amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a Donkey is male or female, which is interesting if your intention is to keep milkable animals near a farmer's workshop.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.&lt;br /&gt;
&lt;br /&gt;
===Alternate way of Opening Cages===&lt;br /&gt;
&lt;br /&gt;
When traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice.&lt;br /&gt;
When a hauler takes the cage, the creature inside will be released. be sure to disarm the creature beforehand...&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
===Buying Cages ===&lt;br /&gt;
Traders may bring cages for sale. If these cages contain a {{L|tame}}d {{L|creature}}, the item will be listed as (creature) cage, and will not describe the material the cage is made out of. However, the cage may contain a tamed {{L|vermin}}, in which case it will be listed in the trading dialogue as by the material the cage is made out of. In such cases, the expanded cage description will list the contents of the cage.  You can often infer that trained vermin are in a cage by noting the cage's value compared to other cages of identical quality in the list.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136520</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136520"/>
		<updated>2011-02-18T22:03:00Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house {{L|honey bee}}s.  A {{L|tool|hive}} must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is {{L|Tile attributes|above ground}}.  A dwarf with the {{L|beekeeping}} labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  &lt;br /&gt;
&lt;br /&gt;
Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform bumblebees into honey bees, so a wild bumblebee colony will work if no honey bee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will produce a honeycomb and a royal jelly at some point in time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the {{L|honeycomb}} and {{L|royal jelly}}, assuming he has access to a {{L|jug}} in which to put the royal jelly.  Doing this kills the bees (it is likely that an inexperienced beekeeper will receive a bee sting in the process, which currently seems to be inconsequential), and the hive will be deconstructed and returned to a stockpile.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a [[screw press]] workshop to yield {{L|wax}} and {{L|honey}}.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136514</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136514"/>
		<updated>2011-02-18T21:40:35Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A hive is a building used to house [[honey bee]]s.  A hive must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or adjacent to a tile that is [[above ground]].  A dwarf with the [[beekeeping]] labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated with bees, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform bumblebees into honeybees, so a wild bumblebee colony will work if no honeybee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will eventually produce a honeycomb and a royal jelly some time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the [[honeycomb]] and [[royal jelly]], assuming he has access to a [[jug]] in which to put the royal jelly.  Doing this kills the bees (it is likely that an inexperienced beekeeper will receive a bee sting in the process, which currently seems to be inconsequential), and the hive will be deconstructed and returned to a stockpile.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a screw press workshop to yield wax and honey.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136513</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136513"/>
		<updated>2011-02-18T21:38:03Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A hive is a building used to house [[honey bee]]s.  A hive must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or directly adjacent to a tile that is [[above ground]].  A dwarf with the [[beekeeping]] labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated with bees, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform bumblebees into honeybees, so a wild bumblebee colony will work if no honeybee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will eventually produce a honeycomb and a royal jelly some time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the [[honeycomb]] and [[royal jelly]], assuming he has access to a [[jug]] in which to put the royal jelly.  Doing this kills the bees (it is likely that an inexperienced beekeeper will receive a bee sting in the process, which currently seems to be inconsequential), and the hive will be deconstructed and returned to a stockpile.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a screw press workshop to yield wax and honey.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136512</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136512"/>
		<updated>2011-02-18T21:37:41Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A hive is a building used to house [[honey bees]].  A hive must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or directly adjacent to a tile that is [[above ground]].  A dwarf with the [[beekeeping]] labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated with bees, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform bumblebees into honeybees, so a wild bumblebee colony will work if no honeybee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will eventually produce a honeycomb and a royal jelly some time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the [[honeycomb]] and [[royal jelly]], assuming he has access to a [[jug]] in which to put the royal jelly.  Doing this kills the bees (it is likely that an inexperienced beekeeper will receive a bee sting in the process, which currently seems to be inconsequential), and the hive will be deconstructed and returned to a stockpile.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a screw press workshop to yield wax and honey.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136511</id>
		<title>v0.31:Hive</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hive&amp;diff=136511"/>
		<updated>2011-02-18T21:34:55Z</updated>

		<summary type="html">&lt;p&gt;Octorok: Created page with 'A hive is a building used to house honeybees.  A hive must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kil…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A hive is a building used to house [[honeybees]].  A hive must first be created in a workshop before it can be {{k|b}}uilt.  Hives can be created at a craftsdwarf's workshop, kiln or metalsmith's forge using stone, wood, ceramics or metal.  Once a hive is created, it is {{k|b}}uilt using the {{k|alt}}+{{k|H}} hotkey.&lt;br /&gt;
&lt;br /&gt;
In order to house bees, a hive must be constructed on or directly adjacent to a tile that is [[above ground]].  A dwarf with the [[beekeeping]] labor enabled will place bees in any hive toggled to &amp;quot;install colony when ready,&amp;quot; so long as he or she has access to a preexisting colony of wild bees, or another hive that is ready to be split.  Once a hive contains bees, it will eventually become &amp;quot;ready to be split,&amp;quot; which will allow a beekeeper to populate an empty hive using bees from the original.  Doing this leaves the original hive populated with bees, however it will be some time before it again becomes ready for splitting.  Bees cannot be brought with on embark, so starting the beekeeping industry requires at least one wild colony.  Dwarven hives appear to magically transform bumblebees into honeybees, so a wild bumblebee colony will work if no honeybee colony exists on the map.&lt;br /&gt;
&lt;br /&gt;
Populated hives will eventually produce a honeycomb and a royal jelly some time after they become ready to be split.  If the hive is toggled to &amp;quot;gather any products,&amp;quot; a beekeeper will harvest the [[honeycomb]] and [[royal jelly]], assuming he has access to a [[jug]] in which to put the royal jelly.  Doing this kills the bees (it is likely that an inexperienced beekeeper will receive a bee sting in the process, which currently seems to be inconsequential), and the hive will be deconstructed and returned to a stockpile.  Royal jelly can be eaten or cooked, and the honeycomb is processed at a screw press workshop to yield wax and honey.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136461</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136461"/>
		<updated>2011-02-18T05:22:13Z</updated>

		<summary type="html">&lt;p&gt;Octorok: /* Pen/Pasture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone, for instance when filling ponds. In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals are assigned to it individually. Dwarves will drag the animals assigned to the pen or pasture to it automatically.  As of version .31.19, many domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus.  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off.)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
This is one technique used for {{L|farming}}, in order to make {{L|mud}}.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area,{{verify}} only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the ceramics industry.&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136454</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136454"/>
		<updated>2011-02-18T03:19:36Z</updated>

		<summary type="html">&lt;p&gt;Octorok: /* Pen/Pasture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone, for instance when filling ponds. In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals are assigned to it individually. Dwarves will drag the animals assigned to the pen or pasture to it automatically.  As of version .31.19, most domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] or fungus.  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off.)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
This is one technique used for {{L|farming}}, in order to make {{L|mud}}.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area,{{verify}} only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the ceramics industry.&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136444</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136444"/>
		<updated>2011-02-18T01:54:42Z</updated>

		<summary type="html">&lt;p&gt;Octorok: /* Pen/Pasture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone, for instance when filling ponds. In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals are assigned to it individually. Dwarves will drag the animals assigned to the pen or pasture to it automatically.  As of version .31.19, most domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] (above ground) or fungus (underground).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however an exposed pasture may lead to premature slaughter at the hands of invaders.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off.)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
This is one technique used for {{L|farming}}, in order to make {{L|mud}}.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area,{{verify}} only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the ceramics industry.&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136443</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=136443"/>
		<updated>2011-02-18T01:49:06Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone, for instance when filling ponds. In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}} {{verify}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
:shortcut {{k|n}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals are assigned to it individually. Dwarves will drag the animals assigned to the pen or pasture to it automatically.  As of version .31.19, most domestic animals will become hungry and starve if not assigned to a pasture with [[grass]] (above ground) or fungus (underground).  Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes pigs, mules, cows, goats, horses, yaks, unicorns etc.  &lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off.)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
This is one technique used for {{L|farming}}, in order to make {{L|mud}}.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area,{{verify}} only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Clay Collection ==&lt;br /&gt;
:shortcut {{k|c}}&lt;br /&gt;
&lt;br /&gt;
Clay collection zones are important in the ceramics industry.&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type {{k|i}}, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=136429</id>
		<title>v0.31 Talk:Embark</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Embark&amp;diff=136429"/>
		<updated>2011-02-17T22:08:59Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
&lt;br /&gt;
Never embark without elves or goblins. Elves bring superawesome animals ( I made a giant forest spider which is like the giant cave spider just in a forest and the elves brought me three of them in the second year) and various plants like whip vine and sunberries. And goblins, well, they make Fun.--[[User:Niggy|Niggy]] 19:37, 9 June 2010 (UTC)&lt;br /&gt;
: I'll second that. You gotta have hostiles, unless you want a peaceful farming town or a megaproject on an island. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Layers on Embark Screen ==&lt;br /&gt;
Looks like you can no longer see the specific layers of soil and stone on embark.  In .31.19 you just get a general description of what sort of geology is at the site.  &amp;quot;Clay,&amp;quot; &amp;quot;soil,&amp;quot; &amp;quot;flux stone,&amp;quot; and &amp;quot;metals&amp;quot; along with some description of how deep and how abundant they are is what I've seen. [[User:Octorok|Octorok]] 22:08, 17 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Less soil doesn't mean more stone and minerals.==&lt;br /&gt;
Whoever added this is wrong. The number of z-levels before you reach the magma sea is highly variable. You could have three soil layers and still have 100 z-levels before you hit bottom. Or you could have no soil and only 40 z-levels. The amount and type of minerals available is much more a function of the types of layers, not the number. For instance, a million layers of basalt won't get you any iron, but a few layers of limestone will get you a ton. I'm removing this, sorry whoever added it. [[User:GhostDwemer|GhostDwemer]]&lt;br /&gt;
&lt;br /&gt;
:That was me, and I meant the variety of different stone layers, not the total number of z-levels they span.  Does it so there can be a greater variety of layers than shown? [[User:Khym Chanur|Khym Chanur]] 00:45, 19 November 2010 (UTC)&lt;br /&gt;
:: Absolutely. The embark screen only shows the first eight layers. There can be more below.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:GhostDwemer|GhostDwemer]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Play Now, Fisherdwarf==&lt;br /&gt;
I just did a &amp;quot;Play Now!&amp;quot;, and my Fisherdwarf does NOT have any social skills (just Novice Fisherdwarf), but he was still assigned as the Expedition Leader and I can assign labors just fine.  Also, it's highly likely that the listed Dabbling skills were learned immediately '''after''' embarking, while said dwarf was talking to the others. --[[User:Quietust|Quietust]] 17:36, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Play Now, worldgen titles?==&lt;br /&gt;
It's suggested that the initial 7 dwarves can come from worldgen. Some actual proof of this claim (e.g. savegame) would be nice. --[[User:Quietust|Quietust]] 17:40, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Verification==&lt;br /&gt;
* could not replicate the &amp;quot;double fish crash&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LemonFrosted|LemonFrosted]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fish are double-listed in the embark items screen. If you choose both fish the game will crash.Verify&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:This is false; I've embarked with two separate barrels of cave lobsters twice now. I'm deleting this from the article. --[[User:Zombiejustice|Zombiejustice]] 18:07, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ya that's BS.--[[User:Mrdudeguy|Mrdudeguy]] 18:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I added that because it was on the &amp;quot;Known bugs&amp;quot; page. I'll go remove it from that then, as it seems this is false.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Garanis|Garanis]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== No trade ==&lt;br /&gt;
&lt;br /&gt;
Some of the civilizations in my embark screen have a &amp;quot;no trade&amp;quot; tag. What does it mean? --[[Special:Contributions/151.49.233.194|151.49.233.194]] 13:50, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* they won't send any caravan --[[Special:Contributions/94.217.127.76|94.217.127.76]] 14:01, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==make up your mind..==&lt;br /&gt;
* &amp;quot;'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, '''''an anvil is unnecessary''''' and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs&amp;quot;&lt;br /&gt;
* &amp;quot;'''Yes, I Do Need That''' - '''''never leave without an anvil''''', since nothing guarantees the first caravan will even have one for sale. &lt;br /&gt;
which one is it...? do, or don't?--[[User:DJ Devil|DJ Devil]] 14:00, 20 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Doesn't matter, as they are different strategies.  For me, an anvil is not a necessity. I've embarked plenty (mostly due to bugs!) and it seems like the items the first caravan brings are always the same, and include a steel and iron anvil.  The first traders in 40d seemed to bring a lot more random stuff.  Anybody?--[[User:Kwieland|Kwieland]] 20:42, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've had several maps where no dwarven caravan EVER showed up (thus no anvil to buy)!  I don't know if this is intended or why it happens, but it does happen from time to time.[[User:FleshForge|FleshForge]] 20:51, 6 August 2010 (UTC)&lt;br /&gt;
:::I think the dwarven caravan not appearing is because your parent civilization died during worldgen. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Size of embark squares==&lt;br /&gt;
Not sure if this is noted anywhere on the wiki, but I think it might be useful to know that a single square on embark equates to a 48 by 48 square in fortress mode.  Useful if you need to know a minimum size embark for that megaproject you're cooking up. [[User:Jjdorf|Jjdorf]] 22:33, 8 July 2010 (UTC)&lt;br /&gt;
: So the minimum embark of 2x2 is sized 96x96. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Bone carving is next to worthless&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
I'm curious why Proteus feels bone carving is &amp;quot;next to worthless&amp;quot;.  Did he simply mean worthless as an embark skill, given that you'll quickly level it up?  Or does he not churn out thousands upon thousands of dwarfbucks worth of bone/horn crafts to trade to the elves, and hundreds of bone bolts for hunters/military, like I do? --[[User:Greycat|Greycat]] 12:55, 3 August 2010 (UTC)&lt;br /&gt;
: Wood, stone and metal are easier to come by than bones. Bone bolts are probably as bad as the wooden ones. --[[User:TomiTapio|TomiTapio]] 22:39, 3 August 2010 (UTC)&lt;br /&gt;
:: I wouldn't say it's harder to get bone, a single hunter killing large critters produces way more bone than even 2-3 crafters can use up.--[[User:FleshForge|FleshForge]] 20:29, 6 August 2010 (UTC)&lt;br /&gt;
:::Bone carvers are tremendous. When carvers are ordered to make bones, they make five for each bone in the stack, one job at a time. A single draltha can yield hundreds of training bolts! Anyone who thinks bone carving is next to worthless is missing out. Bone bolts are fully capable of killing goblins, too. [[User:JohnnyMadhouse|JohnnyMadhouse]] 21:20, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embark with trolls ==&lt;br /&gt;
&lt;br /&gt;
After downloading the most recent version of DF (0.31.12) I generated a new world and embarked on a site found with the tool.&lt;br /&gt;
While i was examining my &amp;quot;dwarves&amp;quot;, preparing for the embark, i noticed in the description that they were &amp;quot;huge humanoid monster with coarse fur, large tusks and horns&amp;quot;...&lt;br /&gt;
Confused, I confirmed the embark nonetheless, but after striking the earth my &amp;quot;dwarves&amp;quot; were represented by the letter T, their description was the one usually given to trolls, and it seems like I could butcher them...&lt;br /&gt;
It seems like i embarked with seven trolls instead of Dwarves! I assume it is a bug, right? --[[Special:Contributions/151.49.255.40|151.49.255.40]] 13:20, 25 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor user ==&lt;br /&gt;
Is there any advantage in leveling armor user before embarking? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.249.49|91.10.249.49]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The dwarf in question can use armor (as in, &amp;quot;not shields&amp;quot;) better.  Since you'd have to buy a bunch of armor to protect said dwarf... I think Shield User and Dodger are both better skills - the one requires only a shield, while the other needs no gear. Or you could go for more offense and add Fighter skill to your chosen melee weapon skill. --[[User:DeMatt|DeMatt]] 14:30, 3 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Clothing&amp;diff=135701</id>
		<title>v0.31 Talk:Clothing</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Clothing&amp;diff=135701"/>
		<updated>2011-02-04T23:30:09Z</updated>

		<summary type="html">&lt;p&gt;Octorok: /* Ownership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Article fixing ==&lt;br /&gt;
This seems like a rather important article to be tattered.  Anyone know what should go on this page?  I'm thinking a bit about the industry to make clothes, and some information on how clothing degrades over time.&lt;br /&gt;
* This article doesn't deserve it's current high rating without more information.  I second the need for both of the above (at least a link to clothing industry), and I also suggest some info about the how clothing interacts with armor.&lt;br /&gt;
* what clothing goes on which body part.&lt;br /&gt;
&lt;br /&gt;
== Discarded Clothing ==&lt;br /&gt;
&lt;br /&gt;
This article needs some words about what can and can't be done about discarded clothing lying all over the fortress.&lt;br /&gt;
&lt;br /&gt;
:Not difficult to handle if you are willing to use the d-b-h combination to hide it or d-b-d to dump. As well, if your dwarves own a chest, they will store clothing in it instead of leaving it about. Same goes for cabinets, I think, but am not sure. [[User:J|J]] 21:46 28 September, 2010.&lt;br /&gt;
&lt;br /&gt;
::As far as I've seen, dumping doesn't work on owned items. Also, any suggestion to simply hide the item should probably include the caveat that hidden stuff can still be stolen (and, I'm guessing, can still interfere with building things on that square). Also, a dwarf that owns one chest can still leave his stuff around - I've had problems getting a dwarf that already owns a bedroom and cabinet to pull his socks out of the doorway until I assigned him a ''second'' room (with a second cabinet).[[Special:Contributions/202.156.10.234|202.156.10.234]] 06:30, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm new to DF, but I'm finding worn-out clothes (X or XX) in my clothing bins when I trade, I assume dwarves are swapping their used clothes for new ones from the bins. Not all of my dwarves are doing this, so I'm not sure exactly what's going on, maybe it isn't them, or maybe they only do it if they have enough downtime. On a different note, maybe there can be some info about metal clothes in this article?--[[Special:Contributions/74.73.27.227|74.73.27.227]] 20:12, 6 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Note that items belonging to deceased dwarves may end up in the bins. If the departed had a spouse (not a lover) or a child, they inherit the owned stuff, but if not, it becomes community property (and gets stored in the stockpiles).[[Special:Contributions/202.156.10.234|202.156.10.234]] 06:30, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What do you make? ==&lt;br /&gt;
&lt;br /&gt;
What clothes do you make for the dwarves for when their old clothes wear away? [[User:Richards|Richards]] 19:17, 25 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ownership ==&lt;br /&gt;
What circumstances cause a dwarf to claim a piece of clothing? I have a cluttered workshop and piles full of clothes and naked dwarfs running around.&lt;br /&gt;
:My dwarves will claim clothing when their old stuff decays, but they store it in their cabinets and run around naked also.  Don't see anything about this mentioned on the bug tracker.  --[[User:Octorok|Octorok]] 23:30, 4 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:EyelessAss.png&amp;diff=135634</id>
		<title>File:EyelessAss.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:EyelessAss.png&amp;diff=135634"/>
		<updated>2011-02-02T18:43:44Z</updated>

		<summary type="html">&lt;p&gt;Octorok: An example of why ASCII graphics are superior... they leave the rendering to your imagination.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:EyelessAss.png&amp;diff=135633</id>
		<title>File:EyelessAss.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:EyelessAss.png&amp;diff=135633"/>
		<updated>2011-02-02T18:43:05Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example of why ASCII graphics are superior... they leave the rendering to your imagination.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Dearsanta.png&amp;diff=135632</id>
		<title>File:Dearsanta.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Dearsanta.png&amp;diff=135632"/>
		<updated>2011-02-02T18:40:53Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dear dwarven Santa,&lt;br /&gt;
for dwarven Christmas, I would like...&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Dearsanta.png&amp;diff=135631</id>
		<title>File:Dearsanta.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Dearsanta.png&amp;diff=135631"/>
		<updated>2011-02-02T18:40:03Z</updated>

		<summary type="html">&lt;p&gt;Octorok: Dear dwarven Santa,
For dwarven Christmas, I would like...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dear dwarven Santa,&lt;br /&gt;
For dwarven Christmas, I would like...&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Hauling&amp;diff=133527</id>
		<title>v0.31:Hauling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Hauling&amp;diff=133527"/>
		<updated>2010-12-16T20:00:24Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Hauling''' is the process of bringing an object to its designated place.  There are several specific types of hauling, based on the type of item(s) to be hauled and determined by designating the specific {{L|labor}}s on indivual dwarves.  &lt;br /&gt;
&lt;br /&gt;
Although not a term found in-game, '''hauler''' generally refers to a dwarf in {{L|fortress mode}} who has no labors enabled other than hauling. In large fortresses where there may be great distances for haulers to travel, individual hauling tasks may take a long time to complete. Haulers are good candidates for {{L|cross-training}} to help improve their strength and agility {{L|attributes}}, which are important attributes for moving heavy objects across a fortress quickly.&lt;br /&gt;
&lt;br /&gt;
Many larger fortresses use dedicated dwarves to do much of the hauling so that other, more specialized dwarves will spend more time in their {{L|workshop}}s and less time dragging raw materials or finished products to the appropriate {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
== Automatic hauling ==&lt;br /&gt;
Some hauling tasks do not require any hauling {{L|labor}}:&lt;br /&gt;
* A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropriate hauling {{L|labor}} to be moved out of the workshop in order to avoid {{L|clutter}}.  Dwarves producing goods at a workshop tend to keep producing them and will not necessarily clear their own workshops of clutter even when they have the appropriate hauling labor enabled.&lt;br /&gt;
* All adult civilian dwarves, including {{L|noble}}s, will bring goods to the {{L|Trade depot|depot}}.&lt;br /&gt;
* A {{L|mood|moody}} dwarf will gather the raw materials needed for a mysterious construction.&lt;br /&gt;
* A dwarf {{k|b}}uilding something will move the needed materials to the construction site.&lt;br /&gt;
** Before a dwarf will build something, he will need to have the appropriate labor as specified by the task. If the dwarf is building a chair or similar, the dwarf needs Furniture Hauling; if the dwarf is building a wooden wall, it's Carpentry, and so forth. Workshops are usually constructed by any dwarf that can work in that workshop.&lt;br /&gt;
* An {{L|herbalist}} will haul any successfully-gathered plant to a stockpile immediately, if there is space available in one.&lt;br /&gt;
* Dwarves in the midst of eating will carry their meal to a table. Military dwarves, however, will eat directly off of the floor.{{verify}}&lt;br /&gt;
* Dwarves who have just finished drinking booze will return their barrel to the nearest food stockpile.&lt;br /&gt;
* Removing constructed objects will be done by all dwarves.&lt;br /&gt;
* Filling pits and ponds will be done by all dwarves.&lt;br /&gt;
* If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
Dwarves with the stone hauling {{L|labor}} enabled will haul {{L|stone}}s, {{L|ore}}s, and stone {{L|block}}s to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Note: Dwarves, being the kind fellows they are, practically insist on hauling one of the farthest stones into your stockpiles. They tend to ignore eligible, nearby stones 'for the greater good of the fortress'. This selfless act often results in terribly long journeys, carrying just one stone. See the section on {{L|Stone management}} for tips on combatting this problem.&lt;br /&gt;
&lt;br /&gt;
== Wood hauling ==&lt;br /&gt;
Dwarves with the wood hauling {{L|labor}} enabled will haul wood {{L|log}}s to the corresponding {{L|stockpile}}s. &amp;lt;s&amp;gt;Deforestation&amp;lt;/s&amp;gt;Wood production can be sped up a lot by turning off wood hauling on your most skilled {{L|woodcutter}} who will focus exclusively on cutting down trees. This will however expose more of your dwarves as many wood haulers will go outside to retrieve the logs.&lt;br /&gt;
&lt;br /&gt;
== Item hauling ==&lt;br /&gt;
Dwarves with the item hauling {{L|labor}} will haul miscellaneous items like blocks and collect {{L|sand}} for a {{L|glass furnace}}. Finished goods (such as crafted goods) and {{L|gem}}s (both rough and cut) are also considered Items.&lt;br /&gt;
&lt;br /&gt;
== Food hauling ==&lt;br /&gt;
Dwarves with the food hauling {{L|labor}} will haul food and drinks to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
== Refuse hauling ==&lt;br /&gt;
Dwarves with the refuse hauling {{L|labor}} will haul rotting food, and non-dwarf bodyparts to refuse {{L|stockpile}}s. They will also {{L|dump}} marked items to the appropriate {{L|activity zone}}. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders'').&lt;br /&gt;
&lt;br /&gt;
== Burial ==&lt;br /&gt;
Dwarves with the burial {{L|labor}} will haul dwarf and pet {{L|corpse}}s and bodyparts to corpse {{L|stockpile}}s or {{L|coffin}}s.&lt;br /&gt;
&lt;br /&gt;
== Furniture hauling ==&lt;br /&gt;
Dwarves with the furniture hauling {{L|labor}} will haul {{L|furniture}} to the appropriate {{L|stockpile}}s. They will also '''{{k|b}}uild''' simple furniture items ({{L|bed}}s, {{L|chair}}s, {{L|table}}s, etc.).&lt;br /&gt;
&lt;br /&gt;
== Animal hauling ==&lt;br /&gt;
Dwarves with the animal hauling {{L|labor}} will haul {{L|animal trap}}s and occupied {{L|cage}}s to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
== Tips and issues ==&lt;br /&gt;
In order to minimize hauling trips, stockpiles should be placed with care.&lt;br /&gt;
* Input and ouput stockpiles should be placed near corresponding {{L|workshop}}s.&lt;br /&gt;
* Spoils of war: dwarves may haul entire bins full of items, or items individually. However, they are not smart enough to bin items in order to carry them, so this may end in numerous needless trips from deceased enemies to your fortress, each dwarf carrying one item at a time. To counter this:&lt;br /&gt;
** Place a small {{L|bin}} stockpile and a general purpose stockpile near the battlefield.&lt;br /&gt;
** When every spoil has been binned, remove the stockpiles, mark the filled bins for dumping, deactivate your usual garbage zone and create a new one in your fortress.&lt;br /&gt;
** When everything has been moved, reclaim your dumped items and restore your garbage zones as usual.&lt;br /&gt;
* Construction preparation: when constructing something big away from your fort (e.g. a road), the dwarf assigned to the construction (or {{L|building designer|architecture}}) will have to carry each item from your fort to the construction location, which can take a long time. By putting stockpiles near your construction project, many dwarves may participate in the hauling, thus dramatically increasing construction speed.  Note that materials are allocated at the time of building, so be sure the stockpile is filled before placing the construction order, otherwise the materials will still have to come from afar.&lt;br /&gt;
*Consider specializing your haulers if possible - food haulers that orbit around the kitchen/dining room/farm area, stone haulers that orbit around the mines and furnaces, and (if possible/needed) wood haulers that do likewise with the carpenter shop.  Turn off refuse hauling if that dwarf isn't going to be near areas likely to have refuse.  This keeps the mine hauler from deciding to walk aaaallll the way over to the kitchens for one load, and then out to the forest for one, and then back to the smelters, and so on.&lt;br /&gt;
*Furthermore, you can handpick your specialized hauler, selecting them by their attributes. A wood hauler might be chosen because of his agility, since he might have to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of his strength so that he can pick up and carry heavy stones (such as {{L|gold}} and {{L|platinum}}) more quickly.&lt;br /&gt;
*The {{L|Grower}} profession can have a ''huge'' impact on hauling - see {{L|farming}} for a discussion.&lt;br /&gt;
&lt;br /&gt;
=== Backlogs ===&lt;br /&gt;
To ensure that high-priority hauling tasks (like food, to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling {{L|labor}}s enabled.  This is most important for food hauling, where {{L|prepared meal}}s in the {{L|kitchen}} often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your {{L|butcher}}s all at once.&lt;br /&gt;
&lt;br /&gt;
The backlog problem is exacerbated by the fact that the hauling {{L|job}} queue is tied to how many haulers of each type you have; if 100 dwarves have food hauling enabled, up to 100 food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.{{verify}}  This is why hauling specialization is so important.&lt;br /&gt;
&lt;br /&gt;
=== Two stockpiles are better than one ===&lt;br /&gt;
&lt;br /&gt;
For stockpiles that use {{L|bin}}s or {{L|barrel}}s, it is usually better to cut one large stockpile into a handful of smaller ones.  This is because dwarves will only load one bin or barrel at a time, and may go idle for long periods while they wait for the next-chosen bin or barrel to actually get hauled to the stockpile before they can load it.  By using several smaller stockpiles, haulers can retrieve and fill multiple bins or barrels simultaneously.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hauling&amp;diff=133522</id>
		<title>v0.31 Talk:Hauling</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hauling&amp;diff=133522"/>
		<updated>2010-12-16T19:55:25Z</updated>

		<summary type="html">&lt;p&gt;Octorok: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Military Dwarves &amp;amp; Meals == &lt;br /&gt;
Can confirm that military dwarves currently serving active duty (e.g. scheduled for a task other than &amp;quot;no scheduled order&amp;quot;) will not take their food to a dining table to eat but will instead eat where they stand - generally being where they acquired the food. Seems true as of .18. May need further testing to see whether table/chairs in barracks or personally owned rooms work, but I am doubtful. [[User:Niveras|Niveras]] 01:41, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gems ==&lt;br /&gt;
Gems (both raw and cut) are actually hauled using the item hauling labor.  My first edit!  [[User:Octorok|Octorok]] 19:52, December 16 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:EyelessAss.png&amp;diff=126714</id>
		<title>File:EyelessAss.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:EyelessAss.png&amp;diff=126714"/>
		<updated>2010-09-01T12:22:26Z</updated>

		<summary type="html">&lt;p&gt;Octorok: I saw some previous forum discussion about the gigantic eyeless asses... but seriously... this one undulates rhythmically and has noxious secretions.  My mental image is not of a donkey.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I saw some previous forum discussion about the gigantic eyeless asses... but seriously... this one undulates rhythmically and has noxious secretions.  My mental image is not of a donkey.&lt;/div&gt;</summary>
		<author><name>Octorok</name></author>
	</entry>
</feed>