<?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=Odieman</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=Odieman"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Odieman"/>
	<updated>2026-05-04T10:00:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Training&amp;diff=294633</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Training&amp;diff=294633"/>
		<updated>2023-07-29T23:08:05Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* Organized squad training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.''&lt;br /&gt;
:* ''For information on training [[creature|animals]], see [[Animal trainer]]. '' &lt;br /&gt;
:* ''For information on training [[attribute]]s, see [[Cross-training]].''&lt;br /&gt;
:* ''For information on training [[skill]]s, see [[Experience]].''&lt;br /&gt;
&lt;br /&gt;
Outside of actual mortal combat, '''training''' is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from a solo practice to group sparring, from individual instruction to actual live combat in a controlled, (hopefully) non-dangerous environment.&lt;br /&gt;
&lt;br /&gt;
== Organized squad training ==&lt;br /&gt;
Military training takes place in [[barracks]] in the form of group demonstrations, individual training and sparring, and in [[archery range]]s for [[Advanced marksdwarf training guide|Archery training]]. &lt;br /&gt;
&lt;br /&gt;
* '''Demonstrations''' are group training sessions for a specific skill, led by a teacher with experience in that skill and observed by one or more squad members. Demonstrations need to be [[organizer|organized]] and require that all are students present for the demonstration to begin, those already present will wait or do individual training until that happens. In addition to the skill demonstrated, dwarves gain some [[teacher]] and [[student]] experience, causing future demonstrations to become more effective.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only attend a demonstration if it teaches a fighting skill or the weapon they're currently equipped with (that is to say, if you have a squad of two dwarves, one with a spear, and one with an axe, you'll never get axe or spear demonstrations). Ranged dwarves will attend demonstrations for their weapons base skill; so marksdwarves will attend hammer demonstrations with archery demonstrations happening rarely. They will also start and attend wrestling demonstrations as all dwarves can wrestle; this is also why wrestling levels up as fast as it does via demonstrations; a dwarf can always wrestle.[http://www.bay12forums.com/smf/index.php?topic=150534.0] &lt;br /&gt;
&lt;br /&gt;
: When a squad leader completes a demonstration, it fulfils the &amp;quot;help somebody&amp;quot; [[need]].&lt;br /&gt;
&lt;br /&gt;
* '''Sparring''' is a form of practice melee [[combat]] performed by two or more members of a squad, and possibly others choosing to watch the match. Sparring is a mostly-safe way to get experienced soldiers. Sparring appears to train every usable combat skill (weapon, Fighting, Wrestling, Discipline, etc.) even when dwarves have weapons equipped. Sparring tends to confer skill increases faster than Demonstrations.&lt;br /&gt;
&lt;br /&gt;
: Dwarves will only begin sparring when there are at least 2 dwarves with at least 'competent' skill level in their [[fighter]] skill. It appears that Dwarves with unequal skill levels ''will'' spar, but not frequently. If two dwarves are very close in skill levels, they spar much more frequently, this may be maximized by using position assigning.[http://www.bay12forums.com/smf/index.php?topic=150534.0] It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training. Both dwarves should have the same weapon, to minimize useless cross-weapon teaching. It appears that the more experienced the training military dwarves are, the more likely they are to spar. However, sparring management is still a poorly understood science. &lt;br /&gt;
&lt;br /&gt;
* '''Individual Training''' slowly improves one skill at time through self-training. Squad members may choose to conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;) when there is no one else to train with or on their spare time when there are no [[schedule]]d orders. The latter might be tied to [[Personality_trait|motivated]]{{verify}} and [[discipline]]d{{verify}} dwarves.&lt;br /&gt;
&lt;br /&gt;
Designating a barracks and assigning a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{Menu icon|q}} squad menu and then clicking the 'axe' training button, or by activating a routine with training orders in the &amp;quot;Schedule&amp;quot; submenu.&lt;br /&gt;
&lt;br /&gt;
=== Setup Walkthrough===&lt;br /&gt;
In order to train, your soldiers will need to be organized into squads. To create your first squad, a [[Militia commander|Militia Commander]] must be appointed from the {{Menu icon|n}} [[noble]]s screen. Once you have a commander, you can go to the {{Menu icon|q}} [[squad]] menu and click &amp;quot;Create new squad.&amp;quot; You will be asked to pick a uniform from the default set, and your militia commander will automatically be assigned to the first squad position. You can assign more dwarves to the squad by clicking the 'positions' bearded face icon, then &amp;quot;Assign position X,&amp;quot; and you can rename the squad with the 'customize name' icon: [[File:Quill.png]]. To create subsequent squads, click &amp;quot;Create new squad&amp;quot; again and select a uniform, then assign dwarves to the squad. The first position in these subsequent squads will have the title [[militia captain]].&lt;br /&gt;
 &lt;br /&gt;
You can directly assign a squad to train constantly with [[Squads#Orders|active orders]]. For a more complex passive training regimen, you need to [[schedule]] the squad to train. This is accomplished by opening the {{Menu icon|q}} squad menu, selecting an existing squad or squads with the checkbox next to their name(s), and clicking &amp;quot;Schedule.&amp;quot; From here you can assign the squad to &amp;quot;Staggered Training,&amp;quot; &amp;quot;Constant Training,&amp;quot; or establish a more complex routine.&lt;br /&gt;
&lt;br /&gt;
Now open the {{Menu icon|z}} [[zone]] menu and begin designating a &amp;quot;[[Barracks]]&amp;quot; by clicking the blue banner icon. Select an area on the map to define the barracks' boundaries and click &amp;quot;Accept.&amp;quot; [[Bed]]s, [[weapon rack]]s, [[container]]s, and/or [[armor stand]]s are all useful within a barracks, and you may consider designating your zone around some of those pieces of furniture, but they are not necessary to begin training. While still in the {{Menu icon|z}} zone menu, click the barracks zone you just made and look at the barracks configuration menu which appears. From here, you can click the 'choose squads' button, which is a blue banner with a plus, and begin assigning squads to use the barracks by clicking the 'training' axe button next to the squad name. Now your squad is set to begin training, and has a place to train in.&lt;br /&gt;
&lt;br /&gt;
A squad set to the default &amp;quot;Constant Training&amp;quot; routine (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not stop following another order to train.&lt;br /&gt;
&lt;br /&gt;
#[[Squad#Forming_Squads|Form a squad]] with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there.&lt;br /&gt;
#Using the {{Menu icon|q}} [[squad]] &amp;quot;[[Scheduling|Schedule]]&amp;quot; system, assign the squad to &amp;quot;Constant Training.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
See also: [[Military F.A.Q.|Military frequent asked questions]].&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{Menu icon|q}} squad menu, and then the &amp;quot;[[Squad#Equipping_Soldiers|Equip]]&amp;quot; button. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the equipment menu, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves do not hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain Wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if their head skids on the ground or they slam into a wall, so have your sparring dwarves wear helmets and spar in open rooms. '''Note:''' ''all'' sparring dwarves may decide to do a bit of Wrestling, even if they have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs, [[stairs]], open water, and [[well]]s because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, dwarves can teleport through at least two solid wall tiles when using charge attacks.{{bug|7444}} To avoid problems, barracks should not be located close to cisterns, pits, magma reservoirs, sealed-off areas, or any other potential danger. &lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Off Duty routine tells the squad to remain in civilian clothes and does not tell them to actively train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;). In either case, [[cross-training]] can raise attributes while providing a larger and more flexible military.&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises. Keep in mind though that all combat in Dwarf Fortress comes with risks, and even a [[Legendary]] [[Axedwarf]] can be killed by an unlikely wrestling move or infected scratch.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_opening_cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Training]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Health_care&amp;diff=294626</id>
		<title>Talk:Health care</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Health_care&amp;diff=294626"/>
		<updated>2023-07-28T16:43:33Z</updated>

		<summary type="html">&lt;p&gt;Odieman: Discussion on verify addition.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What does the chief medical dwarf do? ==&lt;br /&gt;
&lt;br /&gt;
This page states: &amp;quot;The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So now that there's no health status screen... what does this position actually accomplish? I assume hospitals won't actually work without one but someone should check and update this page and [[chief medical dwarf]]. [[User:NiftyManiac|NiftyManiac]] ([[User talk:NiftyManiac|talk]]) 21:47, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Splints cause dwarves to remain in the bed until healed==&lt;br /&gt;
&lt;br /&gt;
In the premium version, I don't believe this is the case any more, or at least the time it takes to heal is so short that this effect is negligible.&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=294625</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=294625"/>
		<updated>2023-07-28T16:42:36Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* Splints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:healthcare_icon.png|100px|right]]A '''hospital''' [[location]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[container]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the four doctoring occupations: [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and doctor, which does all of the above. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals. Suturing and wound dressing are done by orderlies, but their quality is not impacted by any skills, so having all dwarves assigned to it has no negative effect.&lt;br /&gt;
&lt;br /&gt;
Dwarves assigned roles via the hospital zone will only begin doing them once the labors for all dwarves have been updated. To quickly achieve this, go to the labor menu and set 'only selected dwarves mine' to 'no dwarves mine' and then set back to 'only selected dwarves mine', or do anything else in work details.&lt;br /&gt;
&lt;br /&gt;
All beds within a hospital location are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[locations]]. Designate any zone except a bedroom in the usual way, then select the Add Location button (plus sign) and select Hospital. Any amount of zones can be added to the hospital in the same way, selecting the existing hospital name instead of clicking &amp;quot;new hospital&amp;quot; at the top of the menu. Select the view location button (magnifying glass) allows you to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Dwarves can lie on the ground instead of in beds if none are available, but this is not ideal.&lt;br /&gt;
* Place at least one [[table]] ({{Menu icon|b|f|t|sep=-}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{Menu icon|b|f|T|sep=-}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[container]]s ({{Menu icon|b|f|h|sep=-}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff: &lt;br /&gt;
* Assign dwarves to one of the doctoring occupations and they will do them once work details have been updated. You might want to set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. Any dwarf who is assigned as a doctor or diagnoser can diagnose dwarves.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing. Low-skilled diagnosers may miss syndromes, so if you're having an epidemic of [[forgotten beast|flesh melting extract]], it may be best to only have your best diagnosers on duty.&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are four skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare.&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary. Bad diagnosers might miss [[syndrome|syndromes]] others won't.&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones. Good surgeons cause less bleeding in their operations.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding. Part of the default '''orderly''' work detail.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| Hauls wounded units to the hospital. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| Gives food/water to patients/prisoners. Part of the default '''orderly''' work detail.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a chief medical dwarf appointed, you can view your dwarves' health using {{k|w}} for wounds section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Body_token#GRASP|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures, allowing them to heal. Dwarves will '''not''' be able to leave the hospital and resume their normal duties until the broken limb is fully healed. {{verify}} Applied by a bone doctor.&lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints are inferior to plaster casts, as while they are easier to obtain and prepare they do not allow movement while healing (which can take months). Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.&lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize. Plus, necrotizing flesh can generate lots of [[miasma]], which a closed door will stop.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in the hospital while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth – yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Occupations assigned at a hospital will not take immediate effect due to the [[Known bugs and issues#healthcare-labors-bug|healthcare labors bug]].&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench does not account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  The application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military_F.A.Q.&amp;diff=294624</id>
		<title>Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military_F.A.Q.&amp;diff=294624"/>
		<updated>2023-07-28T16:36:42Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* My hunter/marksdwarf ran out of bolts and won't pick up more! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This is a list of '''Frequently Asked Questions''' related to the '''[[military]]'''. You may also want to read '''[[squads]]''', '''[[scheduling]]''' and '''[[equipment]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't do anything but stand around!===&lt;br /&gt;
&lt;br /&gt;
By default, newly created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see [[Scheduling]]) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you are simply trying to get your military to train, you need to create a [[barracks]] and assign the squad to train there: press {{k|t}} while viewing your barracks with {{k|q}}, to set that squad to train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A handy check list for when you've no more hair to pull out.&lt;br /&gt;
&lt;br /&gt;
'''1. You need a commander for the squad''' &lt;br /&gt;
&lt;br /&gt;
In the {{k|m}}ilitary Screen, listed on the left will be the option Militia Commander for your first squad. {{k|c}}reate a squad based on that position and set its basic equipment uniform. Place the Dwarf you want to lead in position 1 and fill the remaining positions as you want.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you later go to the {{k|n}}obles screen, the first squad's leader will be listed as ''Militia Commander'' while subsequent squad leaders will be listed as ''Militia Captains''. Also note that if a squad leader dies, you need to replace him or her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. The squad needs orders'''&lt;br /&gt;
&lt;br /&gt;
By setting up a {{k|s}}chedule, the squad will know what it should be doing each month of game time without direct input from you. Training (10 minimum) all year round is down as default. The &amp;quot;10 minimum&amp;quot; acts more like a maximum - dwarves will train with any number up to 10 squad members. Dwarves will always leave training temporarily to go on a break and eat, drink or sleep. Unhappy thoughts about &amp;quot;long patrol duty&amp;quot; are not related to these short breaks, but rather result from not enough &amp;quot;Inactive / no order&amp;quot; scheduling orders for their squad, irrespective of whether a particular dwarf has been training hard or not.  Heroic military dwarves ([[experience]] level of &amp;quot;Great&amp;quot; or better) in a weapon skill will no longer get unhappy thoughts about &amp;quot;long patrols&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can give very intricate operating orders for training, patrolling, etc., but they are not needed initially and may cause confusion getting your dwarves to activate for the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. The squad needs a barracks'''&lt;br /&gt;
&lt;br /&gt;
Assuming you already have a barracks-marked room,  {{k|q}}uery-ing the barracks-denoting piece of furniture (bed, armor stand, or weapons rack) will list all of your squads. Then, select the squad you want from the list.&lt;br /&gt;
{{k|z}} flags the area for sleeping &lt;br /&gt;
{{k|t}} flags the area for training&lt;br /&gt;
{{k|i}} and {{k|q}} flags the area for dumping their equipment all over the place. This is only important if your squads ever go inactive and have been ordered to switch to civilian gear only. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Each option turned on will be marked with a single multicolored letter. Make sure that at least the Cyan T is showing to the right of the squad's listing, designating the area is used for the their training. You will probably have more than one bed, armor stand, or weapon rack in the barracks, so will have to find the one room-defining object by moving the cursor around. Remember to only have one piece of furniture define the space, don't have overlapping room definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. The squad needs to be activated'''&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad screen, Your first squad will be selected with {{k|a}}, whereupon the {{k|t}} option will toggle the squad between its inactive state and its active/&amp;lt;scheduling&amp;gt; state.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The squad starts off inactive and, when activated, should now show '''''Active/Training''''' if their schedule was left as the default train all year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Hope for the best!'''&lt;br /&gt;
&lt;br /&gt;
Un-pausing the game, you should be receiving the drafted Dwarves' Professions changing to their military versions almost immediately. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' When troubleshooting, a schedule of training (10 minimum) all year round saves a lot of heartache when trying to get the system running for the first time.&lt;br /&gt;
&lt;br /&gt;
===Alerts? Schedules? What am I looking at here?===&lt;br /&gt;
&lt;br /&gt;
A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to [[Scheduling#Routes|patrol your trade route]] and change their scheduling in 'Bloody Kobolds' to [[Scheduling#Defend Burrows|defend a pre-defined burrows]] around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the hoard from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance.&lt;br /&gt;
&lt;br /&gt;
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear.&lt;br /&gt;
&lt;br /&gt;
As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See [[Scheduling]] for more information.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to apply orders to my schedule===&lt;br /&gt;
&lt;br /&gt;
When you finish with the Give Orders menu and hit {{k|shift}}+{{k|enter}} to save your changes, you may notice that your changes have not been saved. This is because your order does not have a defined location. '''Station''' orders need a station to be assigned to, '''patrol route''' orders need a route to follow, and '''defend burrows''' orders need a burrows to defend. When giving or editing orders, you must select the specific area from a list on the left pane.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the left and right panes in the Give Orders menu can both be highlighted even if one is empty - if your pane doesn't seem to be highlighted, hit the left or right key to properly select it.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't wear the uniform I made!===&lt;br /&gt;
&lt;br /&gt;
The uniforms tab within the menu screen is not for assigning uniforms to your dwarves, it is for making uniform templates that can later be applied. Open the {{k|e}}quipment tab then the {{k|U}}niform sub-tab and you will be able to apply your uniform to either a single dwarf at once with {{k|enter}} or a squad at once with {{k|shift}}+{{k|enter}}. Your uniforms should appear in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
===How do I make my dwarves kill things?===&lt;br /&gt;
&lt;br /&gt;
If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves.&lt;br /&gt;
&lt;br /&gt;
SOME ENEMIES CANNOT BE KILL-ORDERED. Or more specifically, some enemies like [[hydra]]s, [[minotaur|minotaurs]], or [[forgotten beast]]s ''can'' be targeted for slaughter, but the dwarves won't actually carry it out. The only way around this is to order a squad to {{k|m}}ove to the location of the enemy instead.  (It seems like a squad of any kind of monster is immune, more likely than not, and the same kind may be vulnerable to a kill order one time and resistant the next.)&lt;br /&gt;
&lt;br /&gt;
Just watch out for the next question below...&lt;br /&gt;
&lt;br /&gt;
===I can't get my dwarves to STOP killing things!===&lt;br /&gt;
&lt;br /&gt;
When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead.  Bear in mind that not every civilian dwarf will choose to flee; some combats may be inevitable.&lt;br /&gt;
&lt;br /&gt;
If a squad is trying to {{K|s}}-&amp;gt;{{K|k}} kill a target, but that target has escaped the map, or is no longer reachable, then Cancel Orders for the squad. {{K|s}} squad {{K|a}} select a given squad exclusively, cancel {{K|o}} order.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't go off-duty! They're starving themselves!===&lt;br /&gt;
&lt;br /&gt;
Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad (go to {{k|s}}chedule from the {{k|m}}ilitary screen and press {{k|Tab}}, then {{k|e}}dit the number of dwarves with {{k|+}} and {{k|-}}), some of your dwarves will be able to relax and take some me-time to grab supplies while the others follow your orders out.&lt;br /&gt;
&lt;br /&gt;
===I keep activating my dwarves but they still have their civilian positions!===&lt;br /&gt;
&lt;br /&gt;
If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (e.g. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepancy between which orders are 'civilian' orders and which are 'military' orders. The Inactive/training alert switches dwarves to civilian labors and self-training in their spare time, while the Active/Training alert keeps dwarves in the barracks all the time. Unhappy thoughts from long duty do not occur on the active alert as long as they spend every other three months or so actively training instead of actively defending a chokepoint {{verify}}.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to get my marksdwarves to practice firing at all!===&lt;br /&gt;
&lt;br /&gt;
There are several steps to getting marksdwarves to practice at [[archery target]]s. &lt;br /&gt;
&lt;br /&gt;
1. Check that your prospective marksdwarves are equipped appropriately with the {{k|v}}-{{k|i}} keys.&lt;br /&gt;
&lt;br /&gt;
2. Build an archery target. To create a target, open the {{k|b}}uild menu and select {{k|A}}rchery target. It uses one stone, log, bar or block and requires the architecture skill to finish.&lt;br /&gt;
&lt;br /&gt;
3. Use the {{k|q}} menu to designate the archery target as a [[room]]. Dwarves must stand at least two panels from the archery target.&lt;br /&gt;
&lt;br /&gt;
4. Make sure that the shooting direction set for the target allows dwarves to use it. The {{k|w}}{{k|a}}{{k|s}} and {{k|d}} keys are used to designate shooting direction. &lt;br /&gt;
&lt;br /&gt;
5. Assuming you have military squads, you should see their names on the target's information panel. Scroll to the appropriate archer squad/squad containing archers using the {{K|+}} and {{k|-}} keys. &lt;br /&gt;
&lt;br /&gt;
6. Now the target must be set as available for training. Press {{k|t}} once you have selected the appropriate squad. Multiple squads must be selected separately in this way to allow them all to practice at the archery range.&lt;br /&gt;
&lt;br /&gt;
7. Check your ammunition supplies! Press {{k|m}} then {{k|f}} to view the ammunition screen. Scroll to the marksdwarf squad and add new ammunition. Ammunition may be further customized by material using the {{k|M}} key.&lt;br /&gt;
&lt;br /&gt;
8. This ammunition must then be designated for combat, training, or both using the {{k|C}} and {{k|T}} keys. It is recommended to create TWO separate ammunition piles, one for combat and one for training. This will ensure dwarves always save some ammunition for fighting instead of using it all while training. It is further recommended to save metal bolts for fighting, and wood and bone bolts for training.&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves are sparring with their crossbows as a melee weapon!===&lt;br /&gt;
&lt;br /&gt;
You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign the squad your preferred ammunition. Remember to assign separate piles for training and fighting, or the squad will use all the bolts training and not have any left for killing enemies. &lt;br /&gt;
&lt;br /&gt;
It is also possible that marksdwarves in v0.31 will not fire crossbows without a quiver; in the old version marksdwarves would carry a stack of bolts in their hand, but this does not seem to be the case anymore. Create some [[quiver]]s and try again.&lt;br /&gt;
&lt;br /&gt;
===My hunter/marksdwarf ran out of bolts and won't pick up more!===&lt;br /&gt;
&lt;br /&gt;
This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later, but was re-introduced in some fashion with the premium version. {{bug|0012008}} ).&lt;br /&gt;
&lt;br /&gt;
A workaround for this is to give your marksdwarf a '''[[Squads#Selecting_Squads.2FSoldiers|move order]]''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem.&lt;br /&gt;
&lt;br /&gt;
If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again.&lt;br /&gt;
&lt;br /&gt;
A related bug is that a hunter/marksdwarf might get stuck in a loop of picking up and dropping equipment (bows, bolts etc.), even if he usually trains at the range normally and/or there are animals to go hunt. Try removing his equipment on the military screen, watch him drop it, and then reassign it. Make sure you have two piles of ammo listed for combat and training. Disabling the Hunting labour also seems to snap them out of this loop so that they will go and train instead. This problem may also be related to traffic designations - try removing any restrictive paths which might block access to needed equipment.&lt;br /&gt;
&lt;br /&gt;
'''(50.09)''' If you are playing the premium version and notice that your dwarves are not picking up bolts, there is a tedious method that works most if not all of the time.  Ensure that the problematic squad is locked in a room that has many bolts in bins and are otherwise wielding (green symbols for everything minus bolts in the squad equipment menu) the equipment and weapons that you desire.  Pause the game and disband the squad.  Recreate an entirely new squad with the same uniform, and meticulously assign each dwarf in the locked room spots in the squad (It doesn't really need to be in the same order, though if you have a good leader you can re-assign them as the leader to this new squad).  Once they are all set up in the squad, un-pause and they should grab bolts and shuffle armor/weapons around as they see fit.  &lt;br /&gt;
Some factors that may help with this:  The room they are locked in is also their archery range with enough targets for each dwarf.  Each Dwarf is set to 'constant training' or some form of scheduled training.  Finally, if there are an absolute abundance (100+ Logs Worth) of training bolts. {{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.''&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Military F.A.Q.]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=294623</id>
		<title>Crossbowman</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=294623"/>
		<updated>2023-07-28T16:34:55Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Crossbowman&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Wielding a crossbow in ranged combat&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_crossbow.jpg|thumb|250px|right|Prefers iron bolts.]]'''Crossbowman''' is the [[combat skill]] associated with using [[crossbow]]s in battle. Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. A [[dwarf]] with this skill is given the name of '''marksdwarf'''.&lt;br /&gt;
&lt;br /&gt;
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, [[arrow]]s work by the same laws, but they use the bowman skill instead.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it. A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. &lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Increasing the crossbowman skill requires firing upon a target (hitting is not required), with &amp;quot;[[Vulture|live]] [[Buzzard|targets]]&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below a certain level. This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) unskilled marksdwarves won't fire through the fortifications.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
*[[Advanced Marksdwarf Training]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=294622</id>
		<title>Crossbowman</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=294622"/>
		<updated>2023-07-28T16:33:29Z</updated>

		<summary type="html">&lt;p&gt;Odieman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Crossbowman&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Wielding a crossbow in ranged combat&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_crossbow.jpg|thumb|250px|right|Prefers iron bolts.]]'''Crossbowman''' is the [[combat skill]] associated with using [[crossbow]]s in battle. Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. A [[dwarf]] with this skill is given the name of '''marksdwarf'''.&lt;br /&gt;
&lt;br /&gt;
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, [[arrow]]s work by the same laws, but they use the bowman skill instead.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it. A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. &lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Increasing the crossbowman skill requires firing upon a target (hitting is not required), with &amp;quot;[[Vulture|live]] [[Buzzard|targets]]&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below a certain level. This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) unskilled marksdwarves won't fire through the fortifications.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
*[[Advanced Marksdwarf Training]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military&amp;diff=294621</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military&amp;diff=294621"/>
		<updated>2023-07-28T16:32:41Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|350px|right|A dwarf squad ready to deliver permanent deaths.]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|q}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Orders}}&lt;br /&gt;
[[File:DFwikiOrders.png|thumb|right|Orders in the squad menu]]&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
* If a Marksdwarf claims a stack of bolts in a chest, no other Marksdwarves will take from that chest.&lt;br /&gt;
* Marksdwarves won't pray, which will cause them to get increasingly angry until they go insane.&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military&amp;diff=294620</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military&amp;diff=294620"/>
		<updated>2023-07-28T16:32:16Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|350px|right|A dwarf squad ready to deliver permanent deaths.]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|q}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Orders}}&lt;br /&gt;
[[File:DFwikiOrders.png|thumb|right|Orders in the squad menu]]&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
* If a Marksdwarf claims a stack of bolts in a chest, no other Marksdwarves will take from that chest.&lt;br /&gt;
* Marksdwarves won't pray, which will cause them to get increasingly angry until they go insane.&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation. {{bugl|0012008}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military&amp;diff=294619</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military&amp;diff=294619"/>
		<updated>2023-07-28T16:25:55Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:1em; margin-top:1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|350px|right|A dwarf squad ready to deliver permanent deaths.]]The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squad|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (except the enemy, of course).&lt;br /&gt;
&lt;br /&gt;
'''WARNING! Mining, woodcutting, and hunting have a &amp;quot;civilian uniform&amp;quot; that conflicts with ''all'' military equipment. Assigning any dwarf with the mining, woodcutting, or hunting labors enabled to the military is strongly discouraged.'''{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
The military system is rather extensive and complex, and there is a lot of documentation. Here is a list of key documents categorized by expertise level:&lt;br /&gt;
* '''Beginner:'''&lt;br /&gt;
** [[Attack]] is a ''very'' simple &amp;quot;How to attack a target&amp;quot; guide. This is useful if you don't know anything about the military, and just want to order some (untrained) dwarves to (suicide) attack something, ''now''.&lt;br /&gt;
** [[Military quickstart]] will teach you to set up and train your very first properly-organized squad.&lt;br /&gt;
&lt;br /&gt;
* '''Intermediate:'''&lt;br /&gt;
** [[Squad]]s helps you understand everything about squads.&lt;br /&gt;
** [[Military interface]] contains mostly complete documentation on the ''military screen''.&lt;br /&gt;
** [[Scheduling]] describes the squad scheduling system in more detail.&lt;br /&gt;
** [[Military F.A.Q.]] is a list of frequently asked questions. &lt;br /&gt;
&lt;br /&gt;
* '''Advanced:'''&lt;br /&gt;
** [[Training]] will give you insights about combat training. &lt;br /&gt;
** [[military design|Military Design]] provides specific advice on how to get your soldiers prepared for any threat.&lt;br /&gt;
** [[Security design|Security Design]] will give you specific suggestions on the physical defenses that will defend your military.&lt;br /&gt;
** [[Defense guide|Defense Guide]] is a general overview of threats and considerations for fortress defense.&lt;br /&gt;
** [[Trap design|Trap Design]] contains information on complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one).&lt;br /&gt;
** The [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is an in-depth guide on getting marksdwarves reliably training, while noting and providing workarounds for bugs related to marksdwarfs, reloading, and ammunition.&lt;br /&gt;
** The [[Military testing|Military Testing]] page contains community tests of different combat scenarios carefully planned out in the [[Object testing arena|Arena]], and results of each. You may find some useful information about results of combat variables contained within.&lt;br /&gt;
&lt;br /&gt;
The rest of this guide contains an overview of military features (with links to associated sections of other documents).&lt;br /&gt;
&lt;br /&gt;
==Quick Reference== &lt;br /&gt;
From the main menu:&lt;br /&gt;
*The '''[[squad]]''' screen is accessible through the {{k|q}} key.&lt;br /&gt;
*The '''[[burrow]]s''' screen is accessible through the {{k|U}} key.&lt;br /&gt;
&lt;br /&gt;
==Creating a Military==&lt;br /&gt;
While it may be confusing to a new player, the military system makes up for its initial impenetrability with its versatility. Using the [[military interface]], squads can be assigned, reordered and restructured at will, dwarves can be set to equip a highly specified uniform along with the rest of their squad or stand out and equip something unique, and you can give incredibly detailed commands and programming to your squads to follow out based on time of year, circumstance, location, and user convenience. That being said, there's a lot to be learned.&lt;br /&gt;
&lt;br /&gt;
This article is about the general aspects of what a military comprises. For more detailed information including specific key commands, see the associated article expanding on a subject. In particular you may want to check out the [[military interface]] article since the interface is one of the most confusing aspects.&lt;br /&gt;
&lt;br /&gt;
===Squads===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad}}&lt;br /&gt;
&lt;br /&gt;
'''Squads''' are the groups of soldiers that make up your military. Your military is led by the appointed '''[[militia commander]]''' (or, if the [[monarch]] is present, the [[general]]), and has many other squads led by '''[[militia captain]]s''' (or [[captain]]s) under him. Creating a squad in the military screen is one of the first things you should do when starting your military.&lt;br /&gt;
&lt;br /&gt;
===Equipping Soldiers===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Equipping Soldiers}}&lt;br /&gt;
&lt;br /&gt;
Rather than simply pick a level of equipment and hope your dwarves pick up the right stuff, you can select what your dwarf will wear by item type or specific item, or create a new uniform template and apply it to a dwarf or entire squad all at once. This includes the material and color of your soldiers' uniform. For example, you can create identical armored units with intimidating red cloaks or just slap something together based on need and circumstance, up to and including artifact weapons/armor.&lt;br /&gt;
&lt;br /&gt;
==Directing Soldiers==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is somewhat difficult. It is possible to give your squads different monthly '''schedules''', create different '''alert levels''' which will cause squads to follow out user-programmed instructions depending on circumstance, give '''direct orders''' to '''attack''' one or more specific targets or '''move''' to a specific location, or follow '''patrol routes''' and '''stations''' with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a clear difference between ''active'' orders and ''passive'' orders-- the latter is programming that a dwarf will follow to the letter and acts more as a defense method, and the former is used for taking the fight to the enemy. The ''squads'' menu is predominantly used for active commands, and the ''alert'' and ''scheduling'' menus are used for passive commands.&lt;br /&gt;
&lt;br /&gt;
===Active Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Squad#Orders}}&lt;br /&gt;
[[File:DFwikiOrders.png|thumb|right|Orders in the squad menu]]&lt;br /&gt;
In the military, soldiers operate much more like part-time militiamen than full-time warriors. When soldiers are not passively doing their civilian duties or following their schedule programming, they can be actively sent to do small tasks to aggressively defend your fortress. After these orders have been carried out or cancelled, your dwarves will happily return to their passive programming as if they were never interrupted. It is possible to select multiple squads or specific dwarves to carry out these orders.&lt;br /&gt;
&lt;br /&gt;
Your forces can be commanded to carry out two types of orders: '''Move''' orders and '''Attack''' (or '''kill''') orders. Move orders are much like the 'station squad' command in previous versions; your selected dwarves will run to wherever you've sent them. Similarly, attack orders will select an enemy (by location on screen, general area on screen, or list) and send your dwarves charging off that way.&lt;br /&gt;
&lt;br /&gt;
Soldiers following orders will attack any hostiles they encounter on their way to their destination as well as wild animals and whatever other creatures they might encounter, whether you like it or not. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature.&lt;br /&gt;
&lt;br /&gt;
Orders can be cancelled through the squads screen, but your dwarves tend to be so enthusiastic that they'll just ignore you in their bloodlust. This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
===Passive Command===&lt;br /&gt;
&lt;br /&gt;
{{main|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
The '''alert level''' and '''scheduling''' system is a feature that is both incredibly versatile... and, initially, completely impenetrable. Once you learn the system, though, you will find that you barely need to manage your military at all. Effectively, a schedule is programming for a squad to follow within an alert, broken up by month, and alerts can be quickly and easily swapped in order to apply different schedules of your choosing to different squads of your choosing. Without scheduling, alert levels would do nothing; without alert levels scheduling would be horribly inefficient; the two functions co-exist and rely on each other.&lt;br /&gt;
&lt;br /&gt;
It is possible to give your squads different monthly schedules, create different alert levels which will cause squads to follow out user-programmed instructions depending on circumstance, give direct orders to attack one or more specific targets or move to a specific location, or follow patrol routes and stations with greater accuracy. The entire system (including alert names) is completely configurable, and in time you will find yourself using complicated scheduling to rotate squads between training and defending/patrolling specified areas over the course of a year without any user input, or to start defending the fort entrance or trader route with a few easy key presses. &lt;br /&gt;
&lt;br /&gt;
[[Civilian alert]] levels are also possible - civilians can be restricted by '''[[burrow]]''' to where they can roam should the need to tuck them away into a panic room arise. If a dwarf restricted to a burrow is not there, he will do his best to make the journey.&lt;br /&gt;
&lt;br /&gt;
The scheduling screen is broken up into a list of squads, months, alert types and '''order criteria'''. Each order (applied to one month; multiple orders can be stacked on one month as well) can be given criteria to define how many dwarves within a squad will follow its programming at once, allowing you to make a few dwarves out of the squad active at a time while the rest go about their business or to make the entire squad always active for a matter of the utmost importance, foregoing food, sleep, and booze. You can also choose which positions in a squad the order will prefer to utilize when forcing a squad to follow it.&lt;br /&gt;
&lt;br /&gt;
Four types of orders can be given (as well as the 'inactive' command), defining different types of patrolling or stationary defending. Squads can spar and be given combat demonstrations in the '''[[barracks]]''', defend a '''[[burrow]]''', patrol a '''route''', or defend a single '''station'''. The monthly schedules can be named so as to better suit your needs, and a copy/paste system is available to eliminate some of the tedium in creating fancy scheduling for many months. The display can also be flipped around.&lt;br /&gt;
&lt;br /&gt;
Barracks can serve the needs of multiple specific squads at once. A barracks can be defined as a place to train, sleep, store squad equipment, store individual equipment, or any combination of the above, in any weird overlapping combination of barracks you like. Barracks are necessary for training.&lt;br /&gt;
&lt;br /&gt;
When dwarves are being ordered to train, squad leaders will set up training classes for particular skills, or they will have dwarves spar. Any dwarves in the squad that don't qualify for these will default to individual training. In the current release, training classes are bugged where if a squad leader sets up a training class, he will wait forever (Or until you change his orders) for students, even if nobody shows up. Likewise, if students decide to request a class and the squad leader is doing individual training, they will wait for him to finish, even if they start starving. Thus, at the moment it's best to alternate your forced training schedules with downtime so the longest a dwarf will be stuck waiting is a game month (which isn't long enough to die), or just leave them off duty all the time and have them do individual training only, at least until this issue is fixed.&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions==&lt;br /&gt;
&lt;br /&gt;
{{main|Military F.A.Q.}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* There are still various problems with dwarves not equipping what they should; most notably, dwarves will not remove conflicting clothing to don assigned armor. Toggling to &amp;quot;replace clothing&amp;quot; is recommended, at least temporarily.{{bug|535}} Note, however, that soldiers may unequip clothing before armor for that part is available.&lt;br /&gt;
* Mining, Hunting, and Wood cutting labors have &amp;quot;invisible uniforms&amp;quot; that conflict with military uniforms (and each other).{{bug|1451}}&lt;br /&gt;
* Military dwarves going on duty carry any currently-hauled items with them to training, pickup equipment, and even into battle.{{bug|2561}}&lt;br /&gt;
* If a Marksdwarf claims a stack of bolts in a chest, no other Marksdwarves will take from that chest.&lt;br /&gt;
* Marksdwarves won't pray, which will cause them to get increasingly angry until they go insane.&lt;br /&gt;
* Marksdwarves may not grab bolts if there were no bolts available on squad creation.&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
[[ru:Military]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=294618</id>
		<title>Crossbowman</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Crossbowman&amp;diff=294618"/>
		<updated>2023-07-28T16:24:48Z</updated>

		<summary type="html">&lt;p&gt;Odieman: Adding bug notifier to marksdwarves, as there is a bug for them right now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Crossbowman&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Wielding a crossbow in ranged combat&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_crossbow.jpg|thumb|250px|right|Prefers iron bolts.]]'''Crossbowman''' is the [[combat skill]] associated with using [[crossbow]]s in battle. Higher skill levels grant better accuracy and a higher rate of fire. Additionally, they significantly reduce the probability of the enemy dodging. A [[dwarf]] with this skill is given the name of '''marksdwarf'''.&lt;br /&gt;
&lt;br /&gt;
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, [[arrow]]s work by the same laws, but they use the bowman skill instead.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it. A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. &lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts.  Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
&lt;br /&gt;
Increasing the crossbowman skill requires firing upon a target (hitting is not required), with &amp;quot;[[Vulture|live]] [[Buzzard|targets]]&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
It is believed that marksdwarves won't fire through fortifications unless directly adjacent if their skill is below a certain level. This means that for live training exercises which use 2-width diagonal fortifications (see [[mass pitting]]) unskilled marksdwarves won't fire through the fortifications.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Archery]]&lt;br /&gt;
*[[Advanced Marksdwarf Training]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Military_F.A.Q.&amp;diff=294617</id>
		<title>Military F.A.Q.</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Military_F.A.Q.&amp;diff=294617"/>
		<updated>2023-07-28T16:22:08Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* My hunter/marksdwarf ran out of bolts and won't pick up more! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
This is a list of '''Frequently Asked Questions''' related to the '''[[military]]'''. You may also want to read '''[[squads]]''', '''[[scheduling]]''' and '''[[equipment]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't do anything but stand around!===&lt;br /&gt;
&lt;br /&gt;
By default, newly created squads are assigned the 'Inactive' alert. You will need to create new alert levels or create new scheduling within alert levels (see [[Scheduling]]) to get them to do what you want. Note that 'Inactive' and 'Active/Training' are '''''not''''' the only two options available - they are simply the two default alerts and rather useless without creating more alerts and scheduling.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you are simply trying to get your military to train, you need to create a [[barracks]] and assign the squad to train there: press {{k|t}} while viewing your barracks with {{k|q}}, to set that squad to train.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A handy check list for when you've no more hair to pull out.&lt;br /&gt;
&lt;br /&gt;
'''1. You need a commander for the squad''' &lt;br /&gt;
&lt;br /&gt;
In the {{k|m}}ilitary Screen, listed on the left will be the option Militia Commander for your first squad. {{k|c}}reate a squad based on that position and set its basic equipment uniform. Place the Dwarf you want to lead in position 1 and fill the remaining positions as you want.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you later go to the {{k|n}}obles screen, the first squad's leader will be listed as ''Militia Commander'' while subsequent squad leaders will be listed as ''Militia Captains''. Also note that if a squad leader dies, you need to replace him or her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. The squad needs orders'''&lt;br /&gt;
&lt;br /&gt;
By setting up a {{k|s}}chedule, the squad will know what it should be doing each month of game time without direct input from you. Training (10 minimum) all year round is down as default. The &amp;quot;10 minimum&amp;quot; acts more like a maximum - dwarves will train with any number up to 10 squad members. Dwarves will always leave training temporarily to go on a break and eat, drink or sleep. Unhappy thoughts about &amp;quot;long patrol duty&amp;quot; are not related to these short breaks, but rather result from not enough &amp;quot;Inactive / no order&amp;quot; scheduling orders for their squad, irrespective of whether a particular dwarf has been training hard or not.  Heroic military dwarves ([[experience]] level of &amp;quot;Great&amp;quot; or better) in a weapon skill will no longer get unhappy thoughts about &amp;quot;long patrols&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' You can give very intricate operating orders for training, patrolling, etc., but they are not needed initially and may cause confusion getting your dwarves to activate for the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. The squad needs a barracks'''&lt;br /&gt;
&lt;br /&gt;
Assuming you already have a barracks-marked room,  {{k|q}}uery-ing the barracks-denoting piece of furniture (bed, armor stand, or weapons rack) will list all of your squads. Then, select the squad you want from the list.&lt;br /&gt;
{{k|z}} flags the area for sleeping &lt;br /&gt;
{{k|t}} flags the area for training&lt;br /&gt;
{{k|i}} and {{k|q}} flags the area for dumping their equipment all over the place. This is only important if your squads ever go inactive and have been ordered to switch to civilian gear only. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Each option turned on will be marked with a single multicolored letter. Make sure that at least the Cyan T is showing to the right of the squad's listing, designating the area is used for the their training. You will probably have more than one bed, armor stand, or weapon rack in the barracks, so will have to find the one room-defining object by moving the cursor around. Remember to only have one piece of furniture define the space, don't have overlapping room definitions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. The squad needs to be activated'''&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad screen, Your first squad will be selected with {{k|a}}, whereupon the {{k|t}} option will toggle the squad between its inactive state and its active/&amp;lt;scheduling&amp;gt; state.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The squad starts off inactive and, when activated, should now show '''''Active/Training''''' if their schedule was left as the default train all year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Hope for the best!'''&lt;br /&gt;
&lt;br /&gt;
Un-pausing the game, you should be receiving the drafted Dwarves' Professions changing to their military versions almost immediately. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' When troubleshooting, a schedule of training (10 minimum) all year round saves a lot of heartache when trying to get the system running for the first time.&lt;br /&gt;
&lt;br /&gt;
===Alerts? Schedules? What am I looking at here?===&lt;br /&gt;
&lt;br /&gt;
A schedule is what a dwarf/squad will do when a particular alert is active; once alerts are made and scheduling is performed within these alerts, you can simply change a squad's alert based on the scenario and they will follow out highly specified and complicated programming. For example, if you make two alerts named 'Caravan Guard' for protecting incoming traders and 'Bloody Kobolds' for attacking thieves, we can change Squad A's scheduling in 'Caravan Guard' to [[Scheduling#Routes|patrol your trade route]] and change their scheduling in 'Bloody Kobolds' to [[Scheduling#Defend Burrows|defend a pre-defined burrows]] around your entrance. When a caravan shows up, you can change Squad A to be under the 'Caravan Guard' alert (either {{k|a}} in the military screen or {{k|t}} to cycle through when in the {{k|s}}quad screen with a squad selected) and they will begin running up and down your route as the traders make their way through. When you get the 'Protect the hoard from thieving scum!' message, you can change their alert to 'Bloody Kobolds' and Squad A will charge off to defend the entrance.&lt;br /&gt;
&lt;br /&gt;
Different squads can be given different alerts at once, but these squads can also be given different scheduling within the ''same'' alert - for example, you could make Squad B's scheduling in the 'Caravan Guard' alert to defend a burrows around your trade depot, then assign both A and B to 'Caravan Guard' when the traders appear and have one squad walk them in and the other keep the depot clear.&lt;br /&gt;
&lt;br /&gt;
As schedules are broken up by month, you can make very complicated schedules in which dwarves train two months, take one off, then patrol your map for a season then take a shift defending the entrance, while having a second squad do something completely different, and change their scheduling instantly by applying a different alert. For ease, orders can be copied and pasted in the scheduling menu. Once you get the hang of the system it becomes extremely versatile. See [[Scheduling]] for more information.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to apply orders to my schedule===&lt;br /&gt;
&lt;br /&gt;
When you finish with the Give Orders menu and hit {{k|shift}}+{{k|enter}} to save your changes, you may notice that your changes have not been saved. This is because your order does not have a defined location. '''Station''' orders need a station to be assigned to, '''patrol route''' orders need a route to follow, and '''defend burrows''' orders need a burrows to defend. When giving or editing orders, you must select the specific area from a list on the left pane.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the left and right panes in the Give Orders menu can both be highlighted even if one is empty - if your pane doesn't seem to be highlighted, hit the left or right key to properly select it.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't wear the uniform I made!===&lt;br /&gt;
&lt;br /&gt;
The uniforms tab within the menu screen is not for assigning uniforms to your dwarves, it is for making uniform templates that can later be applied. Open the {{k|e}}quipment tab then the {{k|U}}niform sub-tab and you will be able to apply your uniform to either a single dwarf at once with {{k|enter}} or a squad at once with {{k|shift}}+{{k|enter}}. Your uniforms should appear in the rightmost pane.&lt;br /&gt;
&lt;br /&gt;
===How do I make my dwarves kill things?===&lt;br /&gt;
&lt;br /&gt;
If your soldiers are stationed, defending a barracks, or patrolling a route, they are ''defending''. To make them go on the ''offense'', you need to open the {{k|s}}quads screen, select a squad using {{k|a}}/{{k|b}}/{{k|c}}/etc. as listed and hit {{k|k}} to 'Attack.' Then you pick your targets: either hit {{k|l}} to choose from a list of possible targets, {{k|r}} to select all targets within a rectangle, or simply move the cursor to what you want to attack and press {{k|enter}}. Your dwarves should now have the 'Kill _____' duty and charge after your target(s). To select multiple squads at once just hold {{k|shift}} while selecting, or hit {{k|p}} while selecting to select specific dwarves.&lt;br /&gt;
&lt;br /&gt;
SOME ENEMIES CANNOT BE KILL-ORDERED. Or more specifically, some enemies like [[hydra]]s, [[minotaur|minotaurs]], or [[forgotten beast]]s ''can'' be targeted for slaughter, but the dwarves won't actually carry it out. The only way around this is to order a squad to {{k|m}}ove to the location of the enemy instead.  (It seems like a squad of any kind of monster is immune, more likely than not, and the same kind may be vulnerable to a kill order one time and resistant the next.)&lt;br /&gt;
&lt;br /&gt;
Just watch out for the next question below...&lt;br /&gt;
&lt;br /&gt;
===I can't get my dwarves to STOP killing things!===&lt;br /&gt;
&lt;br /&gt;
When a targetable creature is noticed by your military, be it the target of a kill order or simply close enough to be noticed by stationed/patrolling dwarves, your dwarves will engage it and will not give up or run away (or even drop the chase if it's slow) until either it or the target is dead. The only way to stop them is to cancel all their military orders, returning them to civilian status and causing them to run away instead.  Bear in mind that not every civilian dwarf will choose to flee; some combats may be inevitable.&lt;br /&gt;
&lt;br /&gt;
If a squad is trying to {{K|s}}-&amp;gt;{{K|k}} kill a target, but that target has escaped the map, or is no longer reachable, then Cancel Orders for the squad. {{K|s}} squad {{K|a}} select a given squad exclusively, cancel {{K|o}} order.&lt;br /&gt;
&lt;br /&gt;
===My dwarves won't go off-duty! They're starving themselves!===&lt;br /&gt;
&lt;br /&gt;
Your '''order criteria''' is too high - order criteria is the number of dwarves in a squad required to follow out an order. By default a new order's criteria is set to 10 dwarves, or the entire squad; this means that you've told your dwarves that this order is of the absolute highest importance and that the entire squad needs to be on duty at all times. By changing this to two or three dwarves less than the number of dwarves in your squad (go to {{k|s}}chedule from the {{k|m}}ilitary screen and press {{k|Tab}}, then {{k|e}}dit the number of dwarves with {{k|+}} and {{k|-}}), some of your dwarves will be able to relax and take some me-time to grab supplies while the others follow your orders out.&lt;br /&gt;
&lt;br /&gt;
===I keep activating my dwarves but they still have their civilian positions!===&lt;br /&gt;
&lt;br /&gt;
If a squad is off-duty it may be dressed in its civilian clothes and thus listed as civilians (e.g. a swordsdwarf may revert to 'carpenter'). There also seems to be a discrepancy between which orders are 'civilian' orders and which are 'military' orders. The Inactive/training alert switches dwarves to civilian labors and self-training in their spare time, while the Active/Training alert keeps dwarves in the barracks all the time. Unhappy thoughts from long duty do not occur on the active alert as long as they spend every other three months or so actively training instead of actively defending a chokepoint {{verify}}.&lt;br /&gt;
&lt;br /&gt;
===I can't seem to get my marksdwarves to practice firing at all!===&lt;br /&gt;
&lt;br /&gt;
There are several steps to getting marksdwarves to practice at [[archery target]]s. &lt;br /&gt;
&lt;br /&gt;
1. Check that your prospective marksdwarves are equipped appropriately with the {{k|v}}-{{k|i}} keys.&lt;br /&gt;
&lt;br /&gt;
2. Build an archery target. To create a target, open the {{k|b}}uild menu and select {{k|A}}rchery target. It uses one stone, log, bar or block and requires the architecture skill to finish.&lt;br /&gt;
&lt;br /&gt;
3. Use the {{k|q}} menu to designate the archery target as a [[room]]. Dwarves must stand at least two panels from the archery target.&lt;br /&gt;
&lt;br /&gt;
4. Make sure that the shooting direction set for the target allows dwarves to use it. The {{k|w}}{{k|a}}{{k|s}} and {{k|d}} keys are used to designate shooting direction. &lt;br /&gt;
&lt;br /&gt;
5. Assuming you have military squads, you should see their names on the target's information panel. Scroll to the appropriate archer squad/squad containing archers using the {{K|+}} and {{k|-}} keys. &lt;br /&gt;
&lt;br /&gt;
6. Now the target must be set as available for training. Press {{k|t}} once you have selected the appropriate squad. Multiple squads must be selected separately in this way to allow them all to practice at the archery range.&lt;br /&gt;
&lt;br /&gt;
7. Check your ammunition supplies! Press {{k|m}} then {{k|f}} to view the ammunition screen. Scroll to the marksdwarf squad and add new ammunition. Ammunition may be further customized by material using the {{k|M}} key.&lt;br /&gt;
&lt;br /&gt;
8. This ammunition must then be designated for combat, training, or both using the {{k|C}} and {{k|T}} keys. It is recommended to create TWO separate ammunition piles, one for combat and one for training. This will ensure dwarves always save some ammunition for fighting instead of using it all while training. It is further recommended to save metal bolts for fighting, and wood and bone bolts for training.&lt;br /&gt;
&lt;br /&gt;
===My marksdwarves are sparring with their crossbows as a melee weapon!===&lt;br /&gt;
&lt;br /&gt;
You may have forgotten to assign them ammunition. In the military screen, open the ammunition tab ({{k|f}}) and then assign the squad your preferred ammunition. Remember to assign separate piles for training and fighting, or the squad will use all the bolts training and not have any left for killing enemies. &lt;br /&gt;
&lt;br /&gt;
It is also possible that marksdwarves in v0.31 will not fire crossbows without a quiver; in the old version marksdwarves would carry a stack of bolts in their hand, but this does not seem to be the case anymore. Create some [[quiver]]s and try again.&lt;br /&gt;
&lt;br /&gt;
===My hunter/marksdwarf ran out of bolts and won't pick up more!===&lt;br /&gt;
&lt;br /&gt;
This seems to be a bug as well (yes, there are many) (this is most likely fixed in 0.31.12 version or later, but was re-introduced in some fashion with the premium version. {{verify}} ).&lt;br /&gt;
&lt;br /&gt;
A workaround for this is to give your marksdwarf a '''[[Squads#Selecting_Squads.2FSoldiers|move order]]''' and then cancelling it; your dwarf should snap back to reality and grab more bolts. Annoying, but should be a temporary problem.&lt;br /&gt;
&lt;br /&gt;
If your troops still refuse to pick up ammo, it may be because that ammo has been assigned to a different squad or to the hunting labor (even if none of your civilians have that labor). Check the Ammunition screen; if it shows stacks of ammo assigned to hunters, remove or reduce the amount of ammo assigned to hunters, and your troops should pick it up again.&lt;br /&gt;
&lt;br /&gt;
A related bug is that a hunter/marksdwarf might get stuck in a loop of picking up and dropping equipment (bows, bolts etc.), even if he usually trains at the range normally and/or there are animals to go hunt. Try removing his equipment on the military screen, watch him drop it, and then reassign it. Make sure you have two piles of ammo listed for combat and training. Disabling the Hunting labour also seems to snap them out of this loop so that they will go and train instead. This problem may also be related to traffic designations - try removing any restrictive paths which might block access to needed equipment.&lt;br /&gt;
&lt;br /&gt;
'''(50.09)''' If you are playing the premium version and notice that your dwarves are not picking up bolts, there is a tedious method that works most if not all of the time.  Ensure that the problematic squad is locked in a room that has many bolts in bins and are otherwise wielding (green symbols for everything minus bolts in the squad equipment menu) the equipment and weapons that you desire.  Pause the game and disband the squad.  Recreate an entirely new squad with the same uniform, and meticulously assign each dwarf in the locked room spots in the squad (It doesn't really need to be in the same order, though if you have a good leader you can re-assign them as the leader to this new squad).  Once they are all set up in the squad, un-pause and they should grab bolts and shuffle armor/weapons around as they see fit.  &lt;br /&gt;
Some factors that may help with this:  The room they are locked in is also their archery range with enough targets for each dwarf.  Each Dwarf is set to 'constant training' or some form of scheduled training.  Finally, if there are an absolute abundance (100+ Logs Worth) of training bolts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''If you have further questions, please ask them on the discussion page here or on another relevant talk page. Frequently asked or standard questions will be added to the FAQ as necessary.''&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Military F.A.Q.]]&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Stress_preview.jpg&amp;diff=285252</id>
		<title>File:Stress preview.jpg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Stress_preview.jpg&amp;diff=285252"/>
		<updated>2023-01-11T03:28:10Z</updated>

		<summary type="html">&lt;p&gt;Odieman: /* License */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Source:''' https://www.reddit.com/r/dwarffortress/comments/d8og9a/stress_comic/&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artist:''' theRealOdieman&amp;lt;br&amp;gt;&lt;br /&gt;
'''Note:''' Made for the community, as his works are found all over net.&lt;br /&gt;
==License==&lt;br /&gt;
This image is Public Domain.  I know this, because I created it.&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Zippy&amp;diff=285251</id>
		<title>User talk:Zippy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Zippy&amp;diff=285251"/>
		<updated>2023-01-11T03:17:04Z</updated>

		<summary type="html">&lt;p&gt;Odieman: Messaging Zippy in the only way I know how.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Images ==&lt;br /&gt;
Glad to see you're able to edit now. I wanted to make you aware that you added [[:File:Humansprev.png]] to the [[v0.34:Human]] page, which is from an older DF version. You'll usually want to make sure to edit the newest one (currently &amp;quot;DF2014&amp;quot;), but feel free to edit older ones too, of course.&lt;br /&gt;
&lt;br /&gt;
Also - are these images you created? The &amp;quot;some website&amp;quot; that was selected for the license in [[:File:Humansprev.png]], [[:File:Dragonprev.png]], and [[:File:Elf_preview.jpg]] concerns me a bit. If you made these images yourself, that's fine, but otherwise, providing attribution helps avoid issues.&lt;br /&gt;
&lt;br /&gt;
If you want to use images that are on [https://commons.wikimedia.org/ WikiMedia Commons], then you actually don't have to upload them to this wiki to use them (in fact, please don't, because there's no point in us rehosting them). I'm not seeing your recent images on there, though, so that's more of a note for future reference.&lt;br /&gt;
&amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:46, 2 June 2019 (UTC)&lt;br /&gt;
:Do I have your permission to spice up some of the templates of tables? I could make some look better and &amp;quot;cleaner&amp;quot; than they do now. - s[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 15:28, 3 June 2019 (UTC)&lt;br /&gt;
::Which tables are you thinking of? IMO consistency is good, but some are likely using an older style. As for changing the default look of the wiki, I haven't put much thought into that. The upcoming upgrade does look ''slightly'' different, and you can see an example [https://www.catsplode.com/index.php/DF2014:Cat here], but that's mostly just some font changes in the newer Mediawiki version. If you know CSS, you can test out your own changes at [[Special:Mypage/common.css]] if you like. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 6 June 2019 (UTC)&lt;br /&gt;
:::Sorry but I'm not seeing much of a difference of that cat page. - [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:18, 6 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Apologies if this isn't the correct place to write you about this, but you mentioned that the images I'm adding are not 'pixel perfect' but I'm not sure how to improve them. Dwarf Fortress doesn't like Steam or Nvidea overlays (for me anyways) so the only ways I can consistently screenshot is to use the windows Snip &amp;amp; Sketch tool or to take a full screen screenshot with Print Screen. I have tried both methods and the screenshots come out the same quality each time; as far as I can tell they are not blurrier than the game itself sometimes appears on higher resolutions (all of my screenshots were taken in 2k). - [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]]) 12:31, 12 December 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
After going through the game again in both windowed and full screen, with as many different screenshotting programs as I am willing to try, I still have the 'blur' you are referring to when I zoom in on my screenshot, however I believe this is because you are zooming in on the screenshot farther than you can zoom in in-game, at which point the pixel art stops 'blending' the blur together (if that makes any sort of sense). If you do not think this is the case, could you supply a screenshot of one of the metal floors that does not have the same blur when zoomed in that far? - [[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]]) 2:23, 12 December 2022 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reuploading images ==&lt;br /&gt;
&lt;br /&gt;
You mentioned an issue with reuploading images [[User_talk:Lethosor#Creature_font|here]]. I finally got around to testing this, and uploading something different on [[:File:Strangechasm.PNG]] worked for me. How big was the image you were trying to upload? Does it work now? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:46, 9 July 2019 (UTC)&lt;br /&gt;
:Yeah, file re-uploading works now. So far. I also finally fixed the creature list by making the &amp;quot;Courier New&amp;quot; font the &amp;quot;priority font&amp;quot;. Does the list look okay to you? If I broke something, I'll gladly change it all back. You can also revert whatever change *you* made, if you want. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:35, 9 July 2019 (UTC)&lt;br /&gt;
::Weird, I'm pretty sure we didn't change anything, but glad it works now. The creature table looks fine to me too - thanks for handling that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:47, 9 July 2019 (UTC)&lt;br /&gt;
:::Are you comfortable changing the main CSS so the links appear as different colors? I changed my personal CSS page to make them look brown, and they look waaaayy better that way. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:27, 14 July 2019 (UTC)&lt;br /&gt;
::::I'd say no, because that's a personal preference (they could also be confused for redlinks, and Mediawiki displays stub links as a brownish color when configured in [[Special:Preferences#mw-prefsection-rendering]]). That's why Mediawiki lets you have user-specific styles, though. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:50, 14 July 2019 (UTC)&lt;br /&gt;
:::::The idea isn't just about me. I bring this up because right now, the wiki looks super generic. At least color wise. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 08:01, 15 July 2019 (UTC)&lt;br /&gt;
::::::That's not a bad thing, though. Blue links are a convention, not just specific to Mediawiki, and we don't want to confuse or distract people from the content too much. I do like what you did with the navboxes like {{tl|DF2014 materials}} and {{tl|DF2014 world}}, by the way. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 17 July 2019 (UTC)&lt;br /&gt;
:::::::Are you comfortable changing the links to a different type of blue for originality? Also, this wiki keeps signing me in and out at random times, is that going on for you too? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:49, 17 July 2019 (UTC)&lt;br /&gt;
::::::::No, although I used to have issues when I was switching between HTTP and HTTPS versions of pages, since logging in on https://dwarffortresswiki.org doesn't log you in on http://dwarffortresswiki.org and vice versa. Can you check both of those links, or take note of the protocol when you see the issue again and see if it has changed? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:29, 18 July 2019 (UTC)&lt;br /&gt;
:::::::::The &amp;quot;s&amp;quot; link logs me in just fine and the non-s one logs me out. The site seems to be fine with the &amp;quot;s&amp;quot; link. I know you might care about this but... can you give me CSS style a try? The default wiki looks so horribly boring, and this wiki is for one of the greatest games of all time, so even slightly changing link colors would be a plus. This wiki doesn't deserve mega-boring default colors. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:26, 20 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Templates ==&lt;br /&gt;
Regarding the check marks you added to some pages like [[DF2014:Wetland]] - those are cool, but that's really something that should use a template, so I've moved it over to {{tl|check}}. Templates are preferable for consistency and maintainability - if we ever have to change the color or the symbol for some reason, making sure the change gets made in thousands of places is way more effort than changing it in one place. It is possible to get carried away with templates (Wikipedia's [https://en.wikipedia.org/wiki/Template:Tick tick template] has at least 10 alternatives - let's stick with one here), but for something like this, please don't hesitate to make a template. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 17 July 2019 (UTC)&lt;br /&gt;
:I don't know if you noticed, but I fixed up some of the license templates for the images. I want to do the same for the first four license selections but they come up as &amp;quot;👍 Uploaded with permission from the creator to use only for non-commercial and/or educational purposes.&amp;quot;... I don't know how to edit that, could you help me out there? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:21, 21 October 2019 (UTC)&lt;br /&gt;
::Sorry for the delay - something separate like this is fine to post on my talk page. Anyway, since it's been a while, can you link me to one of those images so I can see what's going on? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:24, 11 December 2019 (UTC)&lt;br /&gt;
:::If you pick certain licenses for uploaded images, selecting some lead to broken things like &amp;quot;{{subst:something license}}&amp;quot; instead of properly showing something. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:41, 11 December 2019 (UTC)&lt;br /&gt;
::::Understood, but can you link to one that's broken? I would prefer not to upload images to test out every license. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:32, 11 December 2019 (UTC)&lt;br /&gt;
::::Ok, I think I understand what the issue was now. [https://www.mediawiki.org/wiki/Help:Substitution &amp;quot;subst:&amp;quot;] is a special prefix for templates that causes their contents to be pasted in when the page that includes them is saved (which means that template updates won't affect past inclusions of the template). We don't really use it much on this wiki - {{tl|unsigned}} is about the only example I can think of. [https://en.wikipedia.org/w/index.php?title=Template:No_license_from_license_selector&amp;amp;action=edit Wikipedia] uses subst for these because they want the date when the template was first included to be pasted into the page (which is also what {{tl|unsigned}} does), but I don't think we care about that for these license templates. Anyway, I [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=249061&amp;amp;oldid=183947 removed subst], so new images should use the templates corresponding to whatever is before the first ``|`` character (e.g. [[Template:No license from license selector]]). Unfortunately, there may not be a way to force pages that already used subst, like [[:File:Grasshopper Man with Scroll.jpg]], to update. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:42, 11 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to put this... ==&lt;br /&gt;
...not really looking for it per se, but nevertheless... *thumbsup* [http://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;curid=1&amp;amp;diff=246056&amp;amp;oldid=246054 nice edit]? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:16, 26 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
IMHO, this is finally [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;curid=1&amp;amp;diff=249830&amp;amp;oldid=249829 workable] after a year or so lying fallow....good work, anyway. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:43, 19 January 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Creepy Crawler pic ==&lt;br /&gt;
&lt;br /&gt;
I would assume from the description it's more like a starfish made of fingers than a spider. Sorry for leaving this here but it wouldn't let me edit the article's talk page. --[[Special:Contributions/35.191.8.96|35.191.8.96]] 07:56, 1 March 2020 (UTC)&lt;br /&gt;
:Yeah, I noticed that an hour after I posted it. Meh, I'll just redraw it. [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:56, 1 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Copyright issues with images ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
there is an ongoing discussion about images and copyright infringement at [[Dwarf_Fortress_Wiki_talk:Copyrights#Images_and_copyright_infringement]]. You have uploaded many files with copyright issues, so could you please take a look at the discussion and explain your point of view? It would be very helpful if you could tell where you have got the images from. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 08:16, 16 November 2021 (UTC)&lt;br /&gt;
:I know I already posted this in the other talk page, but a lot of the images I got were either posted on Reddit (where I asked the creators directly if I could use their stuff, and they said yes, as long as I credit them) or from DeviantArt, Pinterest or Instragram, which had the Creative License right there on the page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:23, 21 November 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Copyright issues, again ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
the photo you recently uploaded, [[:File:Seeds preview.jpg]], seems to be a copyright violation. You say that it &amp;quot;is public domain from gardentech.com&amp;quot;. You took the image [https://www.gardentech.com/blog/how-to-guides/how-to-start-a-vegetable-garden from this article], right? I am genuinely curious: how did you arrive to the conclusion that the image is public domain? On that article, there is no mention of public domain, or any image license for that matter, as far as I can tell. The [https://www.gardentech.com/terms Terms and Conditions] (specifically sections 1, 2, 3 and 6) of the site explicitly say that all images are protected by copyright and may not be used without a specific permission.&lt;br /&gt;
&lt;br /&gt;
In fact, the image of seeds is not public domain, but [https://www.alamy.com/search/imageresults.aspx?pseudoid=%7b3010441C-FF07-4962-B893-F23C45DFF55E%7d&amp;amp;name=SunFlowerStudio&amp;amp;st=11&amp;amp;mode=0&amp;amp;comp=1 SunnyFlowerStudio's] photo sold on [https://www.alamy.com/hands-planting-the-seeds-into-the-dirt-image235850598.html Alamy].&lt;br /&gt;
&lt;br /&gt;
Gardentech has a good terms and conditions page in terms of copyright: it is very clear in that it doesn't allow the reuse of its images. However, I want to make something clear: by default, all art, including photos, is protected by copyright. That means that if you find an image on a website, and the site in questions does not in any way tell you whether you can use its images in DFwiki, you are not allowed to use the images. Only a clear permission to use the image in public, non-commercial projects or DFwiki specifically mean that you are allowed to upload the image to this wiki. For a good example of a site that actually features public domain images, look at [https://visualsonline.cancer.gov/details.cfm?imageid=9693 National Cancer Institute Visuals Online]. The &amp;quot;Reuse restrictions&amp;quot; at the bottom of the image info plainly tells that the image is public domain.&lt;br /&gt;
&lt;br /&gt;
I know you have put a lot of effort into adding images to this wiki, but I gently recommend you to cease uploading photos until you have internalised how image copyrights work on the Internet.&lt;br /&gt;
[[File:India - Varanasi green peas - 2714.jpg|thumb|274px|Some seeds are edible, either raw or cooked.]] If you want to continue illustrating DFwiki with photos, I suggest you try using images from Wikimedia Commons. Files on Wikimedia Commons are always licensed so that they can be used on this wiki as well. When using commons images, you don't need to upload the images on this wiki: simply typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:India - Varanasi green peas - 2714.jpg|thumb|274px|Some seeds are edible, either raw or cooked.]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; shows the image on right, even though the image has never been uploaded to DFwiki, the file being in [https://commons.wikimedia.org/wiki/File:India_-_Varanasi_green_peas_-_2714.jpg Commons.]  [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 17:04, 10 February 2022 (UTC)&lt;br /&gt;
:I removed the seeds image. I will now use a specialized search for images that do not have a copyright on them. I'm probably gonna have to draw everything myself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:25, 11 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Comment''': Finding a perfect image can be hard, finding one with a permission to use is nigh impossible ;) though you did great job with your recent find on [[DF2014:Night_creature]]. &lt;br /&gt;
&lt;br /&gt;
In my experience, if we can use an image its explicitly stated so, and there are few sources that host a large variety of those that suit our purpose. As for specialized searches, I had poor experience with google image search engine with user rights setting, I find it better to limit search to specific dedicated sites for example:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| Commons || google image search: &amp;quot;search term site:https://commons.wikimedia.org&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| DeviantArt|| google article search: &amp;quot;search term creative-commons site:deviantart.com/&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Probably many others like [https://openclipart.org/detail/292259/caveman-frame openclipart]. As for drawing, not sure what your art style is, but [https://www.deanspencerart.com/blackwhite deanspencer] has a huge collection of filler art that might inspire you. I hope this helps. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:18, 11 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Again ===&lt;br /&gt;
Copyright issues, again: [[:File:Infected_blue_ghoul.jpg]], [https://www.deviantart.com/scottpurdy/art/Ghoul-196557534 original]. Google search can only point the way but you still need the license to be stated explicitly. For licensing purpose, it doesn't matter if the image was posted many times on facebook or if someone tagged it as creative common (we too had a lot of content tagged like that by mistake) its the same as googling tv shows on youtube, you can find some that hasn't been removed yet, but everyone knows its pirating. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:55, 12 February 2022 (UTC)&lt;br /&gt;
:This is starting to piss me off. Didn't one of us already ask this exact dude if we could use some of his stuff? This is confusing the hell out of me. I don't know if you knew this, but DeviantArt not only changed their layout recently, but MANY settings on license options. There were a few images on here that *I* helped airbrush years ago. Not that I'm using this as an excuse, but some of these images are absolutely plastered eeeeeverywheeeere on the net. I don't understand how we get slammed and no one else does. I'm gonna find my drawpad, my copies of Photoshop and Illustrator and doing this crap myself. I'd hope others here would do the same. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 11:33, 12 February 2022 (UTC)&lt;br /&gt;
:: If you created the image, have permission from the creator, have source where they released it under a suitable license etc then state that. But there is no license for found it on google and everyone else does it. &lt;br /&gt;
:: Otherwise, I whole heartedly agree that this can be frustrating, but we don't make the rules. I did suggest couple of ways above that might help you in your searches. I also hope more people will create DF art that we can use, unfortunately most aren't aware of your plight here, maybe you can take it further and create some sort of community art thread ([https://twitter.com/DwarfFortArt/status/1143933685500170240 akin to this]) where people are asked to state if they give permission to use it on the wiki. -[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:04, 12 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No, we haven't contacted ScottPurdy. When looking for art to use on this wiki, you need to put a little bit of effort into figuring out if the art is licensed under Creative Commons or something similar, unfortunately Google's filter isn't foolproof:&lt;br /&gt;
::* Does it seem like the image was uploaded by the artist? If the image is on DeviantArt, Artstation, an artist's blog or website, it most likely was uploaded by the original artist. If the image appears on Pinterest, a wiki, an article, or a blog which features lots of different art, it probably wasn't uploaded by the original artist. You need to find where the art was originally uploaded to see which license applies to the art.&lt;br /&gt;
::* Read the image description: the artist might state there how they feel about reusing the art. The description can also tell if the art is taken from somewhere else, or if the copyright holder is someone other than the artist.&lt;br /&gt;
::* Does the page directly state that the image has a Creative Commons license or similar? If not, don't use the art on this wiki. On DeviantArt, this is mentioned at the bottom of the image description, above the comments.&lt;br /&gt;
::* If you find an artwork you'd like to use on this wiki, but the license doesn't allow it, ask the artist first. Only if they give you permission, upload the art here. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 14:31, 12 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Few more:&lt;br /&gt;
* [[:File:Cyclops_semi.png]] and [https://www.deviantart.com/ogi-g/art/Cyclops-200374804 original] - you can't google image window shop for &amp;quot;free&amp;quot; images on shady upload sites with no monitoring capabilities. Same with [[:File:Animal_train_comic.png]] and [https://picsart.com/i/sticker-mq-safari-zoo-wildlife-animal-animals-276907033001211 original].&lt;br /&gt;
* [[:File:Animal train comic.png]] &amp;quot;Was given permission&amp;quot; - permission by who? what sort of permission? be specific or we can't use this.&lt;br /&gt;
* [[:File:Dwarf beekeeper.jpg]] - Again, if it isn't explicitly said that you can use the image(specify license) then we can't use this. Just because a site didn't put up a license notice that you can find doesn't mean the material used there in is not copyrighted. Especially when this is a blog that post images from other sources. Which in this case its review of kruggsmash so at least you should specify {{tl|permission}}&lt;br /&gt;
* [[:File:Sheriff_dwarf.jpg]] - again doesn't matter where it was posted what license? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:11, 19 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
And again:&lt;br /&gt;
* [[:File:Injured dwarf.png]] great image you found, however, I find the contrast between the detailed license info here and the lack of on [[:File:Giant_bat.png]] peculiar. Do we have a permission to use this [https://www.deviantart.com/adoptables-fur-one/art/Ahool-ADOPTABLE-459011550 copyrighted] image? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:29, 23 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding [https://dwarffortresswiki.org/index.php?title=File:Werewolf_preview.png&amp;amp;curid=41002&amp;amp;diff=264205&amp;amp;oldid=263306 this edit] - what license was updated? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:57, 30 June 2022 (UTC)&lt;br /&gt;
:I edited the wrong, sorry. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:56, 30 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Regarding [https://dwarffortresswiki.org/index.php?title=File:Pickaxe_transparent.png&amp;amp;curid=40839&amp;amp;diff=264460&amp;amp;oldid=263558 this edit] - per [[User:Tanamoril/Copyright_violations]], please include attribution for those images, and not just in the edit history. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:37, 19 July 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New image ==&lt;br /&gt;
&lt;br /&gt;
What [[:File:Armok map render.png]] adds to [[world generation]] entry? We already have a lot of in-game screenshots illustrations. Showing medium/large world, animating the process and otherwise showing parts of menus relevant to what is talked about. While this render mostly shows the Arthurs skill with Inkscape. Pretty as it is, I am not sure it should stay, or at the least its description should emphasis that it isn't in-game anything (not a fancy tileset) but done manually with Inkscape (btw we have a couple of [[Utilities]] that does that automatically) and maybe a link to 'Osmlo Ospaz' succession game if it is indeed that. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:16, 14 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[:File:Fishing docks.jpg]] very pretty image (personally, I love that style), however, i think it doesn't suits DF very well, there is no hint of ships\boats in-game fishing industry or otherwise, and here they are front and center plus very modern looking ones. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:42, 24 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==  shabazik ==&lt;br /&gt;
&lt;br /&gt;
Concerning this [[:File:Champ_dwarf.jpg]]. The artist, shabazik, on his page confirmed that he gave you permission to use his works. Recalling that he &amp;quot;[..]given permission for some non-commercial use of my works, if credited as the creator of said works&amp;quot;. Currently the image is labelled with {{tl|Cc-by-sa-3.0}} is that license that he gave you, or was there some mixup with upload options\templates and {{tl|Permission from license selector}} is more suitable or another? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:10, 15 February 2022 (UTC)&lt;br /&gt;
:Wouldn't either one be equally as good? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:51, 15 February 2022 (UTC)&lt;br /&gt;
::For who? Tanamoril prefers cc3, but I don't care either way. Just trying to make sure that we aren't misrepresenting by mistake what was agreed on --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 21:18, 15 February 2022 (UTC)&lt;br /&gt;
:::What if another template was made to rectify this? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:04, 16 February 2022 (UTC)&lt;br /&gt;
:::: What did he agree to? From your comment, I gather that he didn't offered it under CC3, if the same as stated above then its essentially used with permission for non-commercial use with attribution. Personally I think permission covers that, but we can also add it as free text or as special template (if common enough). I don't know anymore than that user:Tanamoril‎ is the copyright master, I just wanted to figure if we can use more of his fantastic work. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:05, 16 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why can't we have an accurate picture of the Green Devourer? ==&lt;br /&gt;
&lt;br /&gt;
There's no reason not to have more images of a species. There's no copyright issues, and if clarity is the issue then you should look into removing the innacurate depiction by Quimael (but again, I'd prefer multiple pictures)&lt;br /&gt;
&lt;br /&gt;
[[User:Opdagon|Opdagon]] ([[User talk:Opdagon|talk]]) 11:57, 21 August 2022 (UTC)&lt;br /&gt;
:I don't think you understand why your image was removed. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:43, 21 August 2022 (UTC)&lt;br /&gt;
::Then please explain [[User:Opdagon|Opdagon]] ([[User talk:Opdagon|talk]]) 21:13, 27 August 2022 (UTC)&lt;br /&gt;
:::Don't take this the wrong way, but the images you made are... not exactly the most... detailed, let's say. All the other images on other pages range from beautiful pieces of art that could almost be put in a museum to more simple drawings, but still have some significant detail to them - including the crayon drawings by the creators of the game. I'm in no way pulling any rank when I say that, because even some of the ''my'' drawings were not at Picasso level, as I had to redraw/improve them in some way. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:34, 27 August 2022 (UTC)&lt;br /&gt;
::::I feel like an image is better having a few accurate details than a load of incorrect ones [[User:Opdagon|Opdagon]] ([[User talk:Opdagon|talk]]) 20:29, 1 September 2022 (UTC)&lt;br /&gt;
:::::Yeeeaaahhhh... This is about more than the accuracy of the image. The one you posted looks like it was made in Microsoft Paint in under a minute. I don't mean that as a personal attack, as I'm just speaking on that one image. At least add some attractive details is what I'm driving at. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:57, 4 September 2022 (UTC)&lt;br /&gt;
::::::This is a wiki, not an art gallery. A bad drawing of a green devourer is much more important to have than a good drawing that gets everything wrong. And if it's really that important why don't ''you'' make a better accurate drawing? [[User:Opdagon|Opdagon]] ([[User talk:Opdagon|talk]]) 19:44, 6 September 2022 (UTC)&lt;br /&gt;
:::::::Wiki or not, images should have at least a fraction of visual appeal to them. The entire point of wiki pages are - assuming there's enough info anyway - to make a page look as presentable as possible, and images should fall into that as well. Seeing as that I'm currently redrawing and replacing as many images here as I can, replacing your image is not exactly number one on my list right now. I'm starting to get the feeling that you're offended. Also, not every creature image here is perfectly accurate, including ones not posted by me. Accuracy or not, something should always be presentable. A Microsoft Paint image that's just an outline and some fill tool clicks is not presentable. A page would probably look better without an image at all than that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:03, 7 September 2022 (UTC)&lt;br /&gt;
:::::::: &amp;quot;assuming there's enough info anyway&amp;quot; What if there isn't? What if all the details of a creature's body are presented only in the form of a baroque chunk of code hidden at the base of the page? You're also dismissing all the effort that went into the image beyond simply drawing it: The research of comparing real animals to their raws, working out what sort of animal the Devourer is, justifying every organ and joint on its body to produce a creature both realistic and canonical to the game [[User:Opdagon|Opdagon]] ([[User talk:Opdagon|talk]]) 10:43, 14 September 2022 (UTC)&lt;br /&gt;
:::::::::I heavily, and I mean I '''''heavily''''' believe that if you present something to the public, especially on the internet, you should give it your all. Or at least make it generally presentable. Because I'm a... relatively... &amp;quot;nice guy&amp;quot;... I won't remove anything you put up, but when I find the time, I'll show you an example of how your sea creature image should look. Once I do that, it will be up to you to replace it with mine or not. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:20, 17 September 2022 (UTC)&lt;br /&gt;
{{od|9}}&lt;br /&gt;
There is no requirement that images on the wiki meet a certain level of artistic quality. This one could arguably be interpreted as a diagram, and I think it's fine for it to be presented as a &amp;quot;second, anatomical&amp;quot; depiction. Images uploaded by their author also have the advantage of not running into copyright issues, as several of your uploads (Zippy) have. If you want to ''improve'' the visual quality without detracting from the intent of the image, then I personally wouldn't have any issues with that, but I do have issues with removing images because you don't think they &amp;quot;look good enough&amp;quot;, particularly when looking good was not the intention. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:05, 18 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== copyright issues again ==&lt;br /&gt;
&lt;br /&gt;
I see you still violating copyrights and your actions are still ignored by the admins. &lt;br /&gt;
&lt;br /&gt;
: Most recent submission: https://dwarffortresswiki.org/index.php/File:Dingo_man.jpg&lt;br /&gt;
&lt;br /&gt;
Again you seem to be google crawling on sites with shady practices. Again you have not received permission from copyright holder. Again you make up stuff. &lt;br /&gt;
: (1) &amp;quot;may be subject to copyright&amp;quot; means you have no idea what the copyright status is (including whether you are allowed to use it and/or modify it)&lt;br /&gt;
: (2) clearly there is watermark on the image, stating it is 'Copyrighted to Katie Hofgard 2013' which you removed.&lt;br /&gt;
: (3) you submission stating this image is &amp;quot;Free&amp;quot; and &amp;quot;The image has no license and/or is in the public domain.&amp;quot; &lt;br /&gt;
: (4) took me 10second to find this: https://www.deviantart.com/katiehofgard/art/Elder-s-Wisdom-397661157&lt;br /&gt;
&lt;br /&gt;
It is clear you are a copyright liability and every image submission of yours should be suspect of copyright violation --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 10:47, 6 December 2022 (UTC)&lt;br /&gt;
:Uuuuggghhhhh Christ... This again. I just went through all this with Lethosor. Mind you that a lot of these people took images they found themselves and slapped ''their'' watermarks on them because they made slight/moderate alterations to them.&lt;br /&gt;
&lt;br /&gt;
Some of these images are absolutely everywhere, making it impossible to find out who the true artist or license was. I've had to send countless, and I mean COUNTLESS emails around to many sites, with a lot of these places taking weeks to respond. I've even turned to using AI drawing apps for images so I don't have to bother others for their art. I've even went to uncomfortable sites to ask for things.&lt;br /&gt;
&lt;br /&gt;
I also convinced Lethosor to add a ton of extra templates to make license labeling easier, which is all over his talk page.&lt;br /&gt;
&lt;br /&gt;
'''Edit:''' Yeah, just as I suspected. The image you linked was uploaded to DeviantArt before January 24, 2014. Back then, images were not automatically claimed, and users had to openly state otherwise. Though it seems this person started to make a calender with that image. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:34, 6 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Once again, '''the golden rule you need explicit disclaimer or permission from copyright holder, absence of their off means shit.'''&lt;br /&gt;
:::&amp;gt;''Some of these images are absolutely everywhere, making it impossible to find out who the true artist or license was.''&lt;br /&gt;
:: Doesn't matter; Thank you for all hardwork; see the golden rule.&lt;br /&gt;
:::&amp;gt;''Mind you that a lot of these people took images they found themselves and slapped ''their'' watermarks on them because they made slight/moderate alterations to them.''&lt;br /&gt;
:: Are you asserting that is the case here? Because it seem clear to me that you had no idea who the copyright holder was nor the copyright status of their work, and in no way in a position to state it is free.&lt;br /&gt;
:::&amp;gt;''Yeah, just as I suspected. The image you linked was uploaded to DeviantArt before January 24, 2014. Back then, images were not automatically claimed, and users had to openly state otherwise''&lt;br /&gt;
:: openly state like a big copyright watermark in the middle that you removed? Even if your rational were true, you didn't know that at the time of posting when you claiming the work was free.&lt;br /&gt;
:: I don't know what you talked about with Lethosor. I know that Tanamoril spent a lot of time on this with you and I will let the resident admin worry/ignore all these long term violations that we keep hosting (who knows maybe the servers are in copyright free haven)--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:32, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Again, https://dwarffortresswiki.org/index.php/File:Gigantic_panda_preview.jpg&lt;br /&gt;
:If the copyrightholder (not the webmaster) &amp;quot;made it clear that this isn't used financially&amp;quot; then there is a (non commercial use) license and you can't tag it as PD. Public domain means that I can do whatever I want e.g. I can take it put my name on it, make commercial prints of it, sell them along side the original artists work in his shop and there is nothing legally he can do about it. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:37, 14 December 2022 (UTC)&lt;br /&gt;
{{od|1}}&lt;br /&gt;
I mean nothing personal when I ask this, but... is English not your primary language or something? Because some of what you say has some weird, ''weird'' grammar that makes you hard to follow.&lt;br /&gt;
&lt;br /&gt;
You keep mentioning the watermark that I removed in that one image like a &amp;quot;gotcha!&amp;quot; moment. Damn right I removed that watermark, I thought it was some desktop background image (which is how that site presented it, according to that site.) You found the image on DeviantArt, but I asked the guy on Reddit if he cared about his work being used, and he didn't care (which would be a bit late and pointless for that anyway since it's all over the place). If you had any idea of the effort I put in and the amount of emails and DM's I send to the authors of these images (or the webmasters if the source is not clear), you wouldn't be typing so aggressively about this.&lt;br /&gt;
&lt;br /&gt;
I asked a lot of these artists if I could use their work, since it's already on Pinterest/Tumblr/desktop background sites/etc and about 93% of them say they don't give a shit. A lot of these images are on so many other sites and wikis that it almost physically hurts trying to comprehend it. Let me paint a picture here, imagine something you made is ALL over the internet, on like maybe 50-100 sites... one of them being the Dwarf Fortress Wiki. Who's gonna go, &amp;quot;By golly! My image is on quite literally half of the entire internet, but out of ALL those sites, it being on Dwarf Fortress Wiki is what steam my clams!! All those other sites are one thing, but hot dog! That ONE site is the bad one! &amp;gt;=(&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;&amp;quot;If the copyrightholder (not the webmaster) &amp;quot;made it clear that this isn't used financially&amp;quot; then there is a (non commercial use) license and you can't tag it as PD. Public domain means that I can do whatever I want e.g. I can take it put my name on it, make commercial prints of it, sell them along side the original artists work in his shop and there is nothing legally he can do about it.&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fair enough, then I can change it to the &amp;quot;non-commercial&amp;quot; template. Don't get my words wrong, I'm not saying &amp;quot;some images are at more than one place so I can take what I want&amp;quot;, but if you saw the replies I get about how nonchalant and accepting they are of their work being used here, it would be enough to write a very thick book. Moving on. Any time you want to report me to Lethosor or whatever, please feel free. In fact, I can do it for you.&lt;br /&gt;
&lt;br /&gt;
No matter what the outcome is - whether I'm allowed to post preview pictures here or not... I'll be the victor. If I can still post images, great. If I can't... great. The Steam version has its own visuals anyway, almost negating the need for preview images. Using image search on Google also randomizes the site tickets, not always showing the image's exact source on the first search.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;&amp;quot;the golden rule you need explicit disclaimer or permission from copyright holder, absence of their off means shit.&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And if it doesn't exist? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:50, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Then you can't use it. &lt;br /&gt;
&lt;br /&gt;
:I doubt English is the issue here, Tanamoril already explained all of this in fine English to anyone willing to listen.  Furthermore he spent months on a [[:User:Tanamoril/Copyright violations|project]] to address mostly your notions about copyright.  Fast forward half a year, I come back and the first thing I see on recent changes is that you still at it. Worse instead of addressing it you gave me the same excuses and ignored it. &lt;br /&gt;
:Anyway, I give up, this is the domain of admin responsibility. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:32, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cool images ==&lt;br /&gt;
&lt;br /&gt;
Could be nice if you can acquire permission for this [https://www.reddit.com/r/dwarffortress/comments/zdgw1r/i_feel_like_a_kid_on_christmas_eve_waiting_for/ image by josh mckelvey] - I think it is fantastic image, that use a simple and accurate depiction that connects the past with present --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 11:10, 6 December 2022 (UTC)&lt;br /&gt;
:I asked the guy just now, and he responded to me within minutes that it's fine. Proof of that is [https://www.reddit.com/r/dwarffortress/comments/zdgw1r/comment/j163dth/?utm_source=reddit&amp;amp;utm_medium=web2x&amp;amp;context=3 here]. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:11, 21 December 2022 (UTC)&lt;br /&gt;
::Thanks! --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 09:59, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got reminded of [https://www.reddit.com/r/dwarffortress/comments/nkofam/a_typical_elven_caravan_this_drawing_is_inspired/ this amazing old fanart], if you crossed path with artist it could be nice. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:35, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== adding raw  ==&lt;br /&gt;
I think you should hold on adding raws. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:32, 22 December 2022 (UTC)&lt;br /&gt;
:I was only adding a few to test a template. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:34, 22 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: alright, just keep in mind that most game raw files are handled by DFRawFunctions extension (You can check this by looking at the previous version namespace [https://dwarffortresswiki.org/index.php?title=DF2014:Cow/raw&amp;amp;action=edit for example].) And  Lethosor [[Dwarf_Fortress_Wiki_talk:Versions#v50_migration|already working on it]]: &amp;quot;This will be addressed with an upgrade to the DFRawFunctions extension.&amp;quot; Once done he will unleash a bot that will trump everything. Just a heads up to save you some time, otherwise go ahead and expirement--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 17:39, 22 December 2022 (UTC)&lt;br /&gt;
:::Yes, please be aware that any changes you make to /raw pages will be overwritten. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:27, 23 December 2022 (UTC)&lt;br /&gt;
:::Is he also making templates that allow graphics? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:42, 23 December 2022 (UTC)&lt;br /&gt;
::::What templates are you referring to? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:27, 23 December 2022 (UTC)&lt;br /&gt;
::Infoboxes. One that allows graphics instead of relying on colored letters at the top. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:21, 23 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Animal fat picture ==&lt;br /&gt;
The current animal fat picture ( http://dwarffortresswiki.org/images/3/39/Animal_fat.jpg ) is a picture of a wedge of soft cheese. Not a picture of subcutaneous fat. I suggest you either revert to your previous picture or find another more relevant picture. Kindly -[[User:GlitterLich|GlitterLich]] ([[User talk:GlitterLich|talk]]) 05:19, 24 December 2022 (UTC)&lt;br /&gt;
:I found the &amp;quot;revert&amp;quot; button for pictures, so I took the liberty of reverting it to the previous picture myself. -[[User:GlitterLich|GlitterLich]] ([[User talk:GlitterLich|talk]]) 10:46, 24 December 2022 (UTC)&lt;br /&gt;
::The place I found that picture said it was food made from a large amount of animal fat, so I thought that would fit. Also, you're a member on this wiki just as much as I am. Though you just reverted the image, you can upload better images at any time. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:14, 24 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Classic graphics ==&lt;br /&gt;
Per [[Dwarf_Fortress_Wiki:Versions#Premium.2FClassic]], please don't remove classic graphics as you did on [[Status icon]] - they are still relevant for a current version of the game (as well as if classic graphics are turned on in premium builds). I've readded some as an example of an approach that can apply to both versions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:53, 3 January 2023 (UTC)&lt;br /&gt;
:That's what I wanted to do, but I wasn't quite finished with the page, and I couldn't find the right template. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:54, 3 January 2023 (UTC)&lt;br /&gt;
::I just used something from [[DF Talk:Versions]]. We can certainly make it look nicer later, but I think it does the job adequately for now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:03, 3 January 2023 (UTC)&lt;br /&gt;
:::Might as well slip this question in since I &amp;quot;have you&amp;quot;... or... you &amp;quot;have me&amp;quot;. Is the wiki ever gonna undergo a CSS color overhaul? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:32, 3 January 2023 (UTC)&lt;br /&gt;
::::We have several skins available at [[Special:Preferences]] now, if you're interested. Other than that, I don't have plans to develop a custom skin myself. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:34, 3 January 2023 (UTC)&lt;br /&gt;
:::::Are you gonna make updated templates for the buildings/workshops/furnaces, or are you leaving that to us? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:43, 3 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stress Comic ==&lt;br /&gt;
Hello Zippy.  You used my Comic for stress that I posted roughly 2-3 years ago, I found this by searching stress in google and seeing my comic come up as...  A wiki link?  Anyway.  That make me profoundly happy that someone enjoyed it enough to post it here.  So thank you for that.  The copyright for this image is uh...  Public Domain.  Thanks for posting it.  -Odieman&lt;br /&gt;
&lt;br /&gt;
== Labors in v50 ==&lt;br /&gt;
Hey just noticed you removed the labor categories on Ashery, I'm not sure I totally agree with that. I tend to use a lot of custom labor categories and it's helpful to see the labors required be listed on the wiki for each task. The discord sees quite a few people confused about why &amp;quot;dwarf X isn't doing Y even though is profession X&amp;quot;. Labor requirements should still be listed IMO. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 09:53, 3 January 2023 (UTC)&lt;br /&gt;
:I'll undo the edit, but the reason I did that is because v50 doesn't require dwarves to have the skill enabled to do certain jobs anymore. In the &amp;quot;labors&amp;quot; tab, you can use the &amp;quot;anyone does this&amp;quot; option, which will make almost ALL dwarves do something if they're not busy with something else. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 09:59, 3 January 2023 (UTC)&lt;br /&gt;
::Yeah I can see the reasoning, the only problem is that as soon as you click on someone to do something specific the game switches to &amp;quot;only selected do this&amp;quot; automatically. I've ran into problems before where I quickly wanted to force someone to only stick to say Glassmaking and then my glass industry halted until I switched it back to &amp;quot;everybody does this&amp;quot;... Think it's fine if the wiki is a bit _verbose_ about this kind of stuff. Cheers for reverting. [[User:Vallode|Vallode]] ([[User talk:Vallode|talk]]) 10:04, 3 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Odieman</name></author>
	</entry>
</feed>