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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RaSchumann</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=RaSchumann"/>
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	<updated>2026-05-05T06:18:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Wood&amp;diff=18047</id>
		<title>40d Talk:Wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Wood&amp;diff=18047"/>
		<updated>2007-12-10T15:58:24Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tower caps now only spawn in mud on maps with underground rivers now, confirm/edit? [[User:Anonymousphrase|Anonymousphrase]] 23:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what [SOLID_DENSITY:560] in the matgloss_wood.txt means? Harder woods seem to have a higher values. Does anyone know if this affects item quality? --[[User:RaSchumann|RaSchumann]] 10:58, 10 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19987</id>
		<title>40d Talk:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19987"/>
		<updated>2007-11-22T19:57:27Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does the melt option for items work, If I set things to melt and pick melt and item for the smelter it just seems to ignore it and pick ones I haven't marked. But if it works like dump I have no idea how to set a zone for it. --[[User:Shades|Shades]] 17:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Really? mine only melts the items I checked, at least the last time I checked. (I hope). Perhaps it is a bug. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Multiple Bars ===&lt;br /&gt;
&lt;br /&gt;
Anyone else notice that when you smelt a multiple bar ore you alwas get the copper in the case of galenga? Perhaps the same is true for tetrdite. At the moment it looks like you get only one bar, while you have a chance for to. At least in my experience. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
:Perhaps you might be right.  It does not say if you have a chance to get lead in the case of Galena, or if you have a chance to get copper with Tetrahedrite.  It may be you always get these bars, and have a chance at a second bar.  I will have to check but I didn't look too closely at the time that I did this.--[[User:Chthon|Chthon]] 12:05, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just confirmed it, the silver is the addition. The other ones are always generated. Just like the ores say ingame. --[[User:Soyweiser|Soyweiser]] 15:18, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Word Choice===&lt;br /&gt;
&amp;quot;Note that galena smelted alone often produces lead which is only used in producing lay pewter, a low quality ore&amp;quot;&lt;br /&gt;
Pewter != ore. I would have fixed it, but I'm not sure of the proper wording. [[User:Mephisto|Mephisto]] 09:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Page disconnection===&lt;br /&gt;
Has anyone noticed that this page seems to have been disconnected from the rest of the wiki at this moment?  If someone knows where I can find a link to it, I'd appreciate it.  I only linked where I did because that was where the old wiki had this kind of information. --[[User:Chthon|Chthon]] 12:07, 7 November 2007 (EST)&lt;br /&gt;
:I added a few links here and there and put this in the guide category.--[[User:RaSchumann|RaSchumann]] 14:57, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===20% and 50%===&lt;br /&gt;
does this mean once i smelt 5 (or 2) of these bars i will get 1 of that bar or there is a 50/20% chance of getting that bar as well as the other one&lt;br /&gt;
:I'm curious about this too. It says smelting tetrahedrite has a 20% chance of silver and a 100% chance of copper. These numbers don't add up. What gives? --[[User:GreyMario|GreyMario]] 17:31, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Added Tutorial===&lt;br /&gt;
I added a tutorial for smelting and I am adding links to here. --[[User:RaSchumann|RaSchumann]] 18:06, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16410</id>
		<title>40d:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16410"/>
		<updated>2007-11-22T19:55:01Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: minor wording change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building and using a Smelter ==&lt;br /&gt;
Metal bars you produced with a smelter are usable in a wide variety of goods, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.&lt;br /&gt;
&lt;br /&gt;
To build a [[smelter]] you need to have a dwarf with the building designer skill, a Fire-safe material and the appropriate craftsdwarf. You place a smelter building using the keyboard commands '''(b)(e)(s)''', after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
Using a smelter requires a dwarf with the furnace operator skill and one unit of fuel. You require ore to make a metal bar, or bituminous coal or lignite to make coke. Just like any other building you give a smelter a task using '''(q)'''.&lt;br /&gt;
&lt;br /&gt;
Please note that you have to already have a fuel source in order to make fuel in a smelter, so you either have to bring a unit of fuel or wood with your expedition, have a wood cutter, trade for fuel, or use a [[wood burner]] to make charcoal.&lt;br /&gt;
==Smelting Ore Results==&lt;br /&gt;
All ores smelted alone have a % chance of turning into a certain kind of bar.  The following table shows those chances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ore]]&lt;br /&gt;
! [[Iron]] &lt;br /&gt;
! [[Gold]] &lt;br /&gt;
! [[Silver]] &lt;br /&gt;
! [[Copper]]&lt;br /&gt;
! [[Nickel]] &lt;br /&gt;
! [[Zinc]] &lt;br /&gt;
! [[Platinum]] &lt;br /&gt;
! [[Tin]] &lt;br /&gt;
! [[Bismuth]] &lt;br /&gt;
! [[Lead]]&lt;br /&gt;
! [[Aluminum]] &lt;br /&gt;
! [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 50%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamantine fibers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Note that [[galena]] smelted alone often produces [[lead]] which is only used in producing [[lay pewter]], a low quality alloy.&lt;br /&gt;
&lt;br /&gt;
==Coke Smelting==&lt;br /&gt;
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]].  It is not called [[coke]] when burned, it is called [[charcoal]].&lt;br /&gt;
*[[Bituminous coal]] smelts into 3 [[coke]]&lt;br /&gt;
*[[Lignite]] smelts into 2 [[coke]]&lt;br /&gt;
*[[Wood]] burns into 1 [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
[[Flux]] is that stuff you use to get the impurities out of [[steel]].  There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]].  All function the same way so if you see [[flux]] in a recipe, any will do.&lt;br /&gt;
&lt;br /&gt;
==[[Alloy]]s==&lt;br /&gt;
There are 2 sets of recipes for [[alloy]]s.  The first set use only [[ore]] while the second set use only [[bar]]s.  You cannot mix the two.&lt;br /&gt;
&lt;br /&gt;
==Recipes using Ore==&lt;br /&gt;
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.&lt;br /&gt;
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Bronze]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Brass]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Electrum]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][3]&lt;br /&gt;
| [[Fine pewter]] bars[4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][2]&lt;br /&gt;
| [[Trifle pewter]] bars[3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Billon]] bars[2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes using Bars==&lt;br /&gt;
The following are all the recipes when smelting bars at the smelter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Ingredient 3&lt;br /&gt;
! Ingredient 4&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Bronze]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Brass]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bar&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
| [[Steel]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Electrum]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [3]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Fine Pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Trifle pewter]] bars [3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
| [[Lead]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Lay pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bar&lt;br /&gt;
| [[Nickel]] bars [2]&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Nickel silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Billon]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Sterling silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
| [[Black bronze]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Rose gold]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| [[Bismuth]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Bismuth bronze]] bars [4]&lt;br /&gt;
|}&lt;br /&gt;
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]].  If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet listing these recipes can be found at the following link.  Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make.  Both Excel and Open Office formats are included: http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip&lt;br /&gt;
--[[User:Chthon|Chthon]] 10:11, 3 November 2007 (EDT)&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19847</id>
		<title>40d:Legends</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Legends&amp;diff=19847"/>
		<updated>2007-11-21T03:22:17Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: added Legends mode features and map exporting info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends mode is a recording of the myths that you uncover in [[Adventure mode]]. Myths can be found, by talking to people in a town. But you can also find legends by viewing coins or items with images.  Also your abandoned dwarf [[fortress]] can be visited, and you can view the [[engraving]] tiles.&lt;br /&gt;
&lt;br /&gt;
You have to not have an adventure or fortress game active in order to use legend mode. Currently it doesn't support much. You can set up a fortress at a site you find in adventure mode, such as a cave or ruin.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
'''The following are listed:'''&lt;br /&gt;
* Number of historical events left to discover&lt;br /&gt;
* Historical Figures&lt;br /&gt;
* Sites&lt;br /&gt;
&lt;br /&gt;
==== Exporting maps ====&lt;br /&gt;
Also, you can export the regional map and seed info by pressing '''p.'''&lt;br /&gt;
A highly detailed map can also be exported with '''d.''' Be warned, this can take a while and puts a highly detailed bitmap in your root ''Dwarf Fortress'' directory.&lt;br /&gt;
Both maps are 4112 by 4112, and are uncompressed, so take the same amount of space, even though one is more detailed. Each bitmap is 48.3 megabytes.&lt;br /&gt;
&lt;br /&gt;
'''Features in a high-detail map include:'''&lt;br /&gt;
*Different biomes are shown with different colors.&lt;br /&gt;
*Different shades show elevation, light being high and dark being low.&lt;br /&gt;
*The same shading is used for water depth.&lt;br /&gt;
*All rivers are shown, small streams and brooks are light blue, small rivers are blue, and large rivers are dark blue.&lt;br /&gt;
*The elevation shading overlaps the rivers, so they might appear quite dark near the ocean and it can be difficult to tell different river types apart.&lt;br /&gt;
*Points of interest are displayed as grey blocks on the world map.&lt;br /&gt;
&lt;br /&gt;
Both of these maps can be used to search for appropriate fortress sites, however the high detailed map might be more useful for seeing small details.&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5480</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5480"/>
		<updated>2007-11-20T22:11:38Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== The Continents of Mist ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://rapidshare.com/files/69121571/continents_of_mist.zip The Continents of Mist]&amp;lt;br/&amp;gt;&lt;br /&gt;
Download includes a list of magma and non-magma sites, each with (non-spoily) description and location map.&amp;lt;br/&amp;gt;&lt;br /&gt;
(version v0.27.169.33a, seed 757133686, provided by Fedor)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
A further warning: The operating system a seed is generated on can have small, but noticeable effects on the creation of the world, If you are going to submit a new seed to the list, but have a specific location you want to point out it may be important to include what OS you generated it under.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name and was generated in v0.27.169.33a.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
* A couple more nice starting spots right next door have similar features, though with mountains, being slightly further apart and with a higher challenge (being in the &amp;quot;Terrifying&amp;quot; area). Both have sand (in the tree-lined areas) and flux.&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seeda.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_seedb.png]]&lt;br /&gt;
&lt;br /&gt;
===Seed 34: One Reject Seed===&lt;br /&gt;
Nice and easy for those of you with slow PCs.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, '''unless''' you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
'''8.''' Underground soil present at the start location, providing plenty of immediate farming and storage.&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad.&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 593046736: Grand Canyon + Giant Caldera + all of Paul's &amp;amp; More! ===&lt;br /&gt;
'''''Note: The non-random name &amp;quot;The World of Pagan&amp;quot; must be used in order for this seed to generate properly!'''''&lt;br /&gt;
&lt;br /&gt;
This was the very first world I generated, with my first fort being at the isolated mountain cluster on the west side, right by the goblin fortress there. However, when I started searching for a site with HIDDEN_FUN_STUFF, I stumbled on a location that has everything Paul's seed gives plus a whole lot more. In the far southwest of the world is a volcano near the dwarven civilization. This volcano is on the northeast side of the southwest mountains, and the tile with the good stuff is one region square northeast of there (non-descript on the surface). CAVEAT: to fit all the good stuff, you need a local area 9 squares wide and 10 squares tall, starting from the northeast corner. The outdoor river is the feature you lose by trimming the bottom (but you don't lose the second cave river), and if you trim from the right, you lose the giant caldera (but not the magma tube). You could probably get as small as 6x6 and still get everything but the caldera and outdoor river.&lt;br /&gt;
&lt;br /&gt;
'''1.''' quick to generate -- only 4 rejects&lt;br /&gt;
&lt;br /&gt;
'''2.''' a massive mountain peak, with 79 levels of vertical between the top and bottom levels!!!!&lt;br /&gt;
&lt;br /&gt;
'''3.''' a giant volcano caldera to the northeast, plunging for dozens of levels&lt;br /&gt;
&lt;br /&gt;
'''4.''' a crazy spidery chasm with literally dozens of side caves and all sorts of critters&lt;br /&gt;
&lt;br /&gt;
'''5.''' a secret underground river with two waterfalls one that goes into a private chasm&lt;br /&gt;
&lt;br /&gt;
'''6.''' a giant grand canyon to the south with a surface river that has a huge multi-level waterfall&lt;br /&gt;
&lt;br /&gt;
'''7.''' an underground magma chamber that goes to the bottom&lt;br /&gt;
&lt;br /&gt;
'''8.''' eerie glowing pits, complete with bizarre multi-level dungeon and torture room&lt;br /&gt;
&lt;br /&gt;
'''9.''' a small selection of trees and shrubs&lt;br /&gt;
&lt;br /&gt;
'''10.''' adamantine, iron, gold, platinum, copper, galore!&lt;br /&gt;
&lt;br /&gt;
'''11.''' batmen, troglodytes, giant cave swallows, cave spiders, iron men, fire imps, kobolds, magma men, and more!&lt;br /&gt;
&lt;br /&gt;
'''12.''' trade with all civs (human, dwarf, elf)&lt;br /&gt;
&lt;br /&gt;
'''13.'''  freezing cold 11 of 12 months of the year -- water only melts in early summer and freezes again by midsummer!!!&lt;br /&gt;
&lt;br /&gt;
[[Image:593046736TheWorldofPagan.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 7185120: Snow-Encrusted ===&lt;br /&gt;
&lt;br /&gt;
126 Rejections (and still under 15 minutes on my 1.6 GHz laptop).&lt;br /&gt;
&lt;br /&gt;
This map has snow and ice, and lots of it.  The world map looks almost completely frozen, only the bottom 3rd of the export map has significant quantities of non-snow area--which looks to be mostly desert and dry areas.&lt;br /&gt;
&lt;br /&gt;
Haven't looked at the map in detail, might not be worth playing, but it was amusing.&lt;br /&gt;
&lt;br /&gt;
=== Seed 71551: Another quickie ===&lt;br /&gt;
&lt;br /&gt;
5 Rejects.&lt;br /&gt;
&lt;br /&gt;
29 squares left and 11 squares up from the lower left corner is a mirthful glacier with a volcano and dolomite. Potential '''STEEL GLACIER'''!&lt;br /&gt;
&lt;br /&gt;
-Ilmuri&lt;br /&gt;
&lt;br /&gt;
=== Seed 3614285250: Steel, Glass, Obsidian, Platinum, and a cave river for good measure ===&lt;br /&gt;
&lt;br /&gt;
Steel in the form of plentiful magnetite marble and coal, obsidian for rock crafts and swords, glass in the form of black sand, and a couple largish veins of platinum near the cliff face to the west.&lt;br /&gt;
The biggest downside is that it has 113 rejections, and no pit either. Otherwise it would be just about the perfect fortress in 4x5. It's even got some nice cliff faces for the traditionalist. The cave river starts at the bottom of the map and it goes straight down (off the map), but it's a source of infinite water and cave plants nonetheless.&lt;br /&gt;
&lt;br /&gt;
[[image:Steelglass fortress.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2967067655: An interesting site with a lot to offer ===&lt;br /&gt;
&lt;br /&gt;
It's too bad everything isn't more compact, but it's still possible to make several interesting fortresses out of one location. The local area includes a river, cave river, cave lake, magma pipe, chasm, pit, demon pit, sand, and trees in a calm/serene area. Black sand also lines the river even though you can't see it here, and the site has enormous amounts of magnetite and flux stone for steel, but unfortunately lacks coke producing materials. &lt;br /&gt;
&lt;br /&gt;
The area I have selected here has everything except the trees, serene area, chasm (it still includes a large pit type chasm), and cave river.&lt;br /&gt;
&lt;br /&gt;
[[image:SiteLocation.png]]&lt;br /&gt;
&lt;br /&gt;
If this were extended a little to the right it would reach the chasm, and a little to the left would reach the cave river. Another interesting way to use the site would be to select the magma vent and the top part of the map, which would include the trees and serene area, but cut off the demon and chasm pits.&lt;br /&gt;
&lt;br /&gt;
-Helo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed 1988: Two pools of magma, chasm, river and demon pits relatively near to the surface ===&lt;br /&gt;
On the 8th tile down from the top and 2nd right from left on the world view there is a volcano surrounded by mountains. The tile northeast of the main volcano contains the magma vent, river and a chasm between them. There also is a second magma pool on the same side with the river. Small traces of adamantite can be found relatively near the surface, but if you go deeper you will find demon pits. The site, however, is rich only in copper apart from the adamantite.&lt;br /&gt;
&lt;br /&gt;
-Elmokki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Volcano + Vent surveys ===&lt;br /&gt;
&lt;br /&gt;
List of every volcano visible on the world map, with notes about biomes, water supplies, and other influences on site selection; every vent within 2-4 squares of visible volcanoes; and other sites I've stumbled across on these maps.&lt;br /&gt;
&lt;br /&gt;
* [[User:Kidinnu/8998|Seed 8998]]&lt;br /&gt;
* [[User:Kidinnu/9001|Seed 9001]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 92003: Respectable site, probably comparable to Paul's ===&lt;br /&gt;
&lt;br /&gt;
Volcano, flux, good minerals, all civs, sand and trees to the east.  No outdoor river, but cave river, lake, pits, chasm.  Can be shrunk to 5x5, maybe less, keeping the volcano in the SE corner to retain the best internal features (I'll be vague about which those are to not hint too much about where everything is located).&lt;br /&gt;
&lt;br /&gt;
Generated under Windows NT, not sure if that'll produce a different layout for other OSes.&lt;br /&gt;
&lt;br /&gt;
Still looking for a compact site with all the above goodies plus... skeletal elephants.  The northernmost volcano of seed 92001 has almost all that, but is missing flux.  Waaaah.&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed_92003.png]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2536495025: Another respectable site ===&lt;br /&gt;
&lt;br /&gt;
On the world map, 9th column from the right, 3rd row from the top.&lt;br /&gt;
&lt;br /&gt;
Right on the volcano square.&lt;br /&gt;
&lt;br /&gt;
6x4 area at the bottom of the local map gives running surface water, sand, iron ore, flux, abundant hunting grounds and wild plants, but a slight wood shortage, and no coke, lignite, or tin (I happen to have a thing for Bronze.)&lt;br /&gt;
&lt;br /&gt;
=== Seed 987654321 - Quicky ===&lt;br /&gt;
''Title: STANDARD''&amp;lt;br/&amp;gt;&lt;br /&gt;
Only 5 rejects, so this one is a quick generation!&lt;br /&gt;
&lt;br /&gt;
=== Seed 473220798 - A quirky one ===&lt;br /&gt;
The parameter title, not name, was &amp;quot;SEED&amp;quot; and it was on Windows XP&lt;br /&gt;
A world with fairly interesting geography. There are 4 large rivers, various sized oceans, and a few magma pockets here and there. In the south there is very long river that is in a freezing climate so it can start frozen over and has a few magma pockets along it, in case you are feeling adventurous.&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16408</id>
		<title>40d:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16408"/>
		<updated>2007-11-19T22:31:49Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: just a bit clearer now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building and using a Smelter ==&lt;br /&gt;
Metal bars you produced with a smelter are usable in a wide variety of goods, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.&lt;br /&gt;
&lt;br /&gt;
To build a [[smelter]] you need to have a dwarf with the building designer skill, a Fire-safe material and the appropriate craftsdwarf. You place a smelter building using the keyboard commands '''(b)(e)(s)''', after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
Using a smelter requires a dwarf with the furnace operator skill and one unit of fuel. You require ore to make a metal bar, or bituminous coal or lignite to make coke. Just like any other building you give a smelter a task using '''(q)'''.&lt;br /&gt;
&lt;br /&gt;
Please note that you have to already have a fuel source in order to make fuel in a smelter, so you either have to bring a unit of fuel with your caravan, trade for fuel, or use a [[wood burner]] to make charcoal.&lt;br /&gt;
==Smelting Ore Results==&lt;br /&gt;
All ores smelted alone have a % chance of turning into a certain kind of bar.  The following table shows those chances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ore]]&lt;br /&gt;
! [[Iron]] &lt;br /&gt;
! [[Gold]] &lt;br /&gt;
! [[Silver]] &lt;br /&gt;
! [[Copper]]&lt;br /&gt;
! [[Nickel]] &lt;br /&gt;
! [[Zinc]] &lt;br /&gt;
! [[Platinum]] &lt;br /&gt;
! [[Tin]] &lt;br /&gt;
! [[Bismuth]] &lt;br /&gt;
! [[Lead]]&lt;br /&gt;
! [[Aluminum]] &lt;br /&gt;
! [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 50%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamantine fibers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Note that [[galena]] smelted alone often produces [[lead]] which is only used in producing [[lay pewter]], a low quality ore.&lt;br /&gt;
&lt;br /&gt;
==Coke Smelting==&lt;br /&gt;
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]].  It is not called [[coke]] when burned, it is called [[charcoal]].&lt;br /&gt;
*[[Bituminous coal]] smelts into 3 [[coke]]&lt;br /&gt;
*[[Lignite]] smelts into 2 [[coke]]&lt;br /&gt;
*[[Wood]] burns into 1 [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
[[Flux]] is that stuff you use to get the impurities out of [[steel]].  There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]].  All function the same way so if you see [[flux]] in a recipe, any will do.&lt;br /&gt;
&lt;br /&gt;
==[[Alloy]]s==&lt;br /&gt;
There are 2 sets of recipes for [[alloy]]s.  The first set use only [[ore]] while the second set use only [[bar]]s.  You cannot mix the two.&lt;br /&gt;
&lt;br /&gt;
==Recipes using Ore==&lt;br /&gt;
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.&lt;br /&gt;
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Bronze]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Brass]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Electrum]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][3]&lt;br /&gt;
| [[Fine pewter]] bars[4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][2]&lt;br /&gt;
| [[Trifle pewter]] bars[3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Billon]] bars[2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes using Bars==&lt;br /&gt;
The following are all the recipes when smelting bars at the smelter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Ingredient 3&lt;br /&gt;
! Ingredient 4&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Bronze]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Brass]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bar&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
| [[Steel]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Electrum]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [3]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Fine Pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Trifle pewter]] bars [3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
| [[Lead]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Lay pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bar&lt;br /&gt;
| [[Nickel]] bars [2]&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Nickel silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Billon]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Sterling silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
| [[Black bronze]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Rose gold]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| [[Bismuth]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Bismuth bronze]] bars [4]&lt;br /&gt;
|}&lt;br /&gt;
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]].  If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet listing these recipes can be found at the following link.  Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make.  Both Excel and Open Office formats are included: http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip&lt;br /&gt;
--[[User:Chthon|Chthon]] 10:11, 3 November 2007 (EDT)&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16407</id>
		<title>40d:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16407"/>
		<updated>2007-11-19T22:27:42Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: clairify smelting for fuel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building and using a Smelter ==&lt;br /&gt;
Metal bars you produced with a smelter are usable in a wide variety of goods, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.&lt;br /&gt;
&lt;br /&gt;
To build a [[smelter]] you need to have a dwarf with the building designer skill, a Fire-safe material and the appropriate craftsdwarf. You place a smelter building using the keyboard commands '''(b)(e)(s)''', after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
Using a smelter requires a dwarf with the furnace operator skill and one unit of fuel. You require ore to make a metal bar, or bituminous coal or lignite to make coke. Just like any other building you give a smelter a task using '''(q)'''. You have to already have a fuel source in order to make fuel in a smelter.&lt;br /&gt;
==Smelting Ore Results==&lt;br /&gt;
All ores smelted alone have a % chance of turning into a certain kind of bar.  The following table shows those chances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ore]]&lt;br /&gt;
! [[Iron]] &lt;br /&gt;
! [[Gold]] &lt;br /&gt;
! [[Silver]] &lt;br /&gt;
! [[Copper]]&lt;br /&gt;
! [[Nickel]] &lt;br /&gt;
! [[Zinc]] &lt;br /&gt;
! [[Platinum]] &lt;br /&gt;
! [[Tin]] &lt;br /&gt;
! [[Bismuth]] &lt;br /&gt;
! [[Lead]]&lt;br /&gt;
! [[Aluminum]] &lt;br /&gt;
! [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
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| [[Gold nuggets]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
|&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Horn silver]]&lt;br /&gt;
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|-&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
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| 50%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
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| 20%&lt;br /&gt;
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| [[Copper nuggets]]&lt;br /&gt;
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| [[Malachite]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Sphalerite]]&lt;br /&gt;
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| [[Cassiterite]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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| [[Bismuthinite]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Adamantine fibers]]&lt;br /&gt;
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| 100%&lt;br /&gt;
|}&lt;br /&gt;
Note that [[galena]] smelted alone often produces [[lead]] which is only used in producing [[lay pewter]], a low quality ore.&lt;br /&gt;
&lt;br /&gt;
==Coke Smelting==&lt;br /&gt;
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]].  It is not called [[coke]] when burned, it is called [[charcoal]].&lt;br /&gt;
*[[Bituminous coal]] smelts into 3 [[coke]]&lt;br /&gt;
*[[Lignite]] smelts into 2 [[coke]]&lt;br /&gt;
*[[Wood]] burns into 1 [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
[[Flux]] is that stuff you use to get the impurities out of [[steel]].  There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]].  All function the same way so if you see [[flux]] in a recipe, any will do.&lt;br /&gt;
&lt;br /&gt;
==[[Alloy]]s==&lt;br /&gt;
There are 2 sets of recipes for [[alloy]]s.  The first set use only [[ore]] while the second set use only [[bar]]s.  You cannot mix the two.&lt;br /&gt;
&lt;br /&gt;
==Recipes using Ore==&lt;br /&gt;
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.&lt;br /&gt;
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Bronze]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Brass]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Electrum]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][3]&lt;br /&gt;
| [[Fine pewter]] bars[4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][2]&lt;br /&gt;
| [[Trifle pewter]] bars[3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Billon]] bars[2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes using Bars==&lt;br /&gt;
The following are all the recipes when smelting bars at the smelter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Ingredient 3&lt;br /&gt;
! Ingredient 4&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Bronze]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Brass]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bar&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
| [[Steel]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Electrum]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [3]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Fine Pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Trifle pewter]] bars [3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
| [[Lead]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Lay pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bar&lt;br /&gt;
| [[Nickel]] bars [2]&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Nickel silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Billon]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Sterling silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
| [[Black bronze]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Rose gold]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| [[Bismuth]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Bismuth bronze]] bars [4]&lt;br /&gt;
|}&lt;br /&gt;
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]].  If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet listing these recipes can be found at the following link.  Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make.  Both Excel and Open Office formats are included: http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip&lt;br /&gt;
--[[User:Chthon|Chthon]] 10:11, 3 November 2007 (EDT)&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=14814</id>
		<title>40d:Indecisive's illustrated fortress mode tutorial</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Indecisive%27s_illustrated_fortress_mode_tutorial&amp;diff=14814"/>
		<updated>2007-11-18T23:25:22Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: Added links to other guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This tutorial was originally posted on the Something Awful Forums [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=45#post335365645] [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=45#post335365665]''&lt;br /&gt;
&lt;br /&gt;
This post is not going to be an expansive walkthrough of everything the game has to offer, it is just intended to demonstrate how to get started and using the interface. I'll try to cover as much as I can but I've only played it myself for a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]] [[workshop]]s, [[machine]]s, or [[irrigation]] methods, but hopefully it is enough to get you started.&lt;br /&gt;
&lt;br /&gt;
== Starting the game ==&lt;br /&gt;
&lt;br /&gt;
=== Generating Your World ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft000.png|thumb|left|The title screen]]&lt;br /&gt;
&lt;br /&gt;
If this is your first time running the game, the only options will be Create New World and Quit. Let's go ahead and create a new world! The next screen is the option screen for [[World generation|creating the world]]. You can choose a name for the world and even choose a seed number if you like, that will be used to generate the world. Screw that though, I'm going to hit ENTER to create a random one! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft001.png|thumb|left|The world generation screen]]&lt;br /&gt;
&lt;br /&gt;
The world generation can take a while, depending on your computer speed. I've got a pretty new machine and it took 5 minutes. During this time it randomly generates terrain, rivers, vegetation and wildlife for an entire miniature world, and over 1000 years of 'history' for the civilizations living in it. Once it's done it takes you back to the title screen, where you can choose to Start Playing. There will be several options there, Dwarf Fortress, Adventurer, or Legends. Dwarf Fortress is what we'll be playing, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Choosing a Location and Embarking ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft002.png|thumb|left|Choosing a location]]&lt;br /&gt;
&lt;br /&gt;
Now we get to choose our starting location. I've chosen a relatively 'safe' starting position for this demonstration to try and show off as many bases as possible. There's a brook for a permanent water supply, forests for wood and plant harvesting, and a magma source, because otherwise you need obscene amounts of wood to burn to make charcoal to do any forging. There is a wide variety of spots to choose from, but if you are new to the game, at the very least you will want to make sure your location has water and trees. 'Heavily Forested' means you'll have a huge number of trees to work with.&lt;br /&gt;
&lt;br /&gt;
Also, if the location has more than one Biome (basically, a biome consists of the information on the right-hand side of the screen; rock types, amount of vegetation, temperature, etc), you can push F1/F2/F3 etc.. to display each biome's area and information. For this area, basically the mountains are unforested with slightly different rocks, the Forest is the information already displayed. Each biome will usually have it's own wildlife also, but that isn't shown on these screens. The mountain area wound up having a bunch of mountain goats, I didn't really see much from the forest side other than a couple raccoons.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft003.png|thumb|left|Choosing a location: neighbors]]&lt;br /&gt;
&lt;br /&gt;
[[Image:dft004.png|thumb|left|Choosing a location: relative elevation]]&lt;br /&gt;
&lt;br /&gt;
[[Image:dft006.png|thumb|left|Choosing a location: cliff indication]]&lt;br /&gt;
&lt;br /&gt;
If you press Tab from the area select screen it shows other information displays about the area, such as Elevation, Nearby Civilizations, and Cliffyness. You can also choose which particular dwarven civilization you want to come from. &lt;br /&gt;
&lt;br /&gt;
The next choice you are given is to Play Now! or 'prepare for the journey carefully'. That allows you to customize your dwarves starting skills and choose what equipment you want to bring. That's beyond the scope of this tutorial though, let's just jump into the game. (More information on preparing carefully can be had [[Starting_builds#Starting_Builds|here]].) Thus begins the fortress Lanirmosus, &amp;quot;Slyrooms&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Game Screen ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft007.png|thumb|left|The game screen]]&lt;br /&gt;
&lt;br /&gt;
Now, the introduction of the game screen! It starts out with all the options expanded. The actual game window is the very left, showing our dwarves and various tame animals surrounding the starting wagon. Generally you start off in the center of the area you selected to start in.&lt;br /&gt;
&lt;br /&gt;
The middle window is a helpful display of hotkeys. As you select hotkeys it changes to display the options available by using it. This is a very important window to keep open at all times until you know your way around the menus.&lt;br /&gt;
&lt;br /&gt;
The right pane displays the full map of the settled region. The cyan area is open space (because we are about halfway up the mountain), the green/blue area is the level we are currently on (with the X showing where the screen is centered), and the grey stuff is the mountain areas that are higher than us.&lt;br /&gt;
&lt;br /&gt;
You can change which windows are displayed using the {{k|Tab}} key, which cycles through various combinations of game screen and the other two windows. If you disable the hotkey window, it will automatically open itself when you choose a menu item so you can see what you are doing, but the area map will stay closed unless you open it up yourself.&lt;br /&gt;
&lt;br /&gt;
At the very right of the screen is one of the new interface features, the altitude bar. The number in the bottom right indicates the absolute elevation that you are located at, relative to the 'bottom' of the world. We are currently at 149, which isn't that high, all things considered; if I remember correctly, someone said sea level is at 100, and the scale goes up to 250 or so. Each section of the map goes to roughly plus or minus 17 z-levels, for a total of 35.&lt;br /&gt;
&lt;br /&gt;
The number at the top is where the screen is relative to the 'surface' of where your cursor is. We are currently looking at the surface, so it shows zero. If we look higher it would change to a positive number in green, when we look lower it changes to a negative, red number. The bar itself is a more graphical display of this, where the bright cyan indicates our current location, the brown indicates underground levels, and the dark cyan shows the sky levels. Let's scroll up one by pushing the {{k|&amp;amp;lt;}} key.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft008.png|thumb|left|The same location, one elevation up]]&lt;br /&gt;
&lt;br /&gt;
Now, looking at the bar again, you will notice that rather than the bright cyan marker changing location, the sky/earth tiles scrolled downwards instead. This is because there are more z-axis levels than can be displayed on the bar. Also, the relative elevation number at the top changed to a +1, showing that we are one level above the ground. The left-most window has changed; this is what it looks like when you are one level above ground. Regular 'ground' tiles become dots, and trees become those green blocks you see there. The down-arrows on the right side indicate a down-ramp, corresponding to the up-ramp in the first screenshot.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that the larger map on the right has changed, now much of what was previously 'mountain' is now shown as a flat plain with forest and some small lakes. This isn't a terribly steep mountain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft126.png|thumb|left|Using the {{k|k}} key to determine the depth of water]]&lt;br /&gt;
&lt;br /&gt;
Now, I'll introduce a very important key, the {{k|k}} key. This invokes the 'look around' option, which you will use to find out information about everything in the game. Here I've used it to display some [[water]]. Normally water will just look like waves. I've set an option that shows water depth instead of the waves, because it makes it easier to see at a glance whether you are dealing with drowning-type-water, or wet-ankles-type-water. To change that option you need to edit the init.ini file in the data\init\ folder. 7 is the maximum depth, so you can safely assume anything in this square would drown, unless it can swim upwards (or breathe water). You can move the cursor anywhere on the screen to find out information on what is in that particular tile. Those pretty blue stars just below the cursor for example represent 'Damp Rough-hewn Lace Agate Cluster', which you could mine in hopes of getting some valuable gems. Of course, mining it would release the water in that pond, so you'd have a heck of a time actually getting the gems without draining the water.&lt;br /&gt;
&lt;br /&gt;
Also shown, below the list of items occupying the tile, are indicators for 'Outside', 'Light', and 'Above Ground'. These indicators give you the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to be outdoors in the sunlight. Usually all three will be similar, as they are somewhat related but you can have 'inside' areas that are light in certain conditions.&lt;br /&gt;
&lt;br /&gt;
If there were a creature or item on this tile, we could highlight it and hit Enter to get more information on it. Sometimes there's useful information there, sometimes there's not; experiment with it a bit on different things.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unit Viewing and Dwarf Skills ===&lt;br /&gt;
&lt;br /&gt;
Next let's check out our dwarves. As our hotkey display shows, the {{k|v}} key let's you view a unit, which includes pretty much any dwarf or non-dwarf creature worth caring about. Since I didn't choose what I'll be starting with, let's see what the random dwarf generator set me up with.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft009.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Well, that's an 'interesting' array of skills. Note for the future: Never choose 'Play Now!', or you will get ridiculous skills like this. So this dwarf has way more skills than he'll be using, and I didn't get started with any basic farmers so I'm going to designate this fellow as a farmer. To do so I now hit {{k|p}} for preferences. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft010.png|thumb|left|A dwarf's preference screen.]]&lt;br /&gt;
&lt;br /&gt;
This screen is where you start telling this dwarf what his role is. {{k|l}} let's you set what jobs he will perform, {{k|e}} lets you assign trained dogs to follow him, {{k|s}} tells him what type of armor / weapon to wear, and {{k|A}} will draft him into the military (or undraft him if he's already been recruited).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft011.png|thumb|left|The labor preferences screen.]]&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|l}} brings up this screen listing all the possible job functions that can be performed. The dark-grey ones are not enabled on this dwarf, the white ones are enabled, and the one highlighted green is the one currently selected by the cursor. In these types of menus, the {{k|+}} and {{k|-}} keys are used to scroll up and down, and {{k|/}} and {{k|*}} scroll by a full page. The interface has changed a bit since the last version, there used to be up/down arrows on the right-side of the window to indicate that you there were more choices that didn't fit on the screen. Maybe those will be added back later, but for now you'll have to trust me. There are 60 job items listed altogether. I won't cover them all now, so I'll just let you know I set him up with Farming (fields), Milling, Brewing, Cooking, Butchery, Plant Gathering, Plant Processing, and the basic hauling jobs. Many of those jobs aren't going to be used at this point, but better to set him up now and then later on when there are more dwarves I can start specializing them.&lt;br /&gt;
&lt;br /&gt;
Also you may have noticed that when we went in the preferences menu a new option appeared, {{k|z}} for View Profile. This lets you get more specific information on the dwarf, as well as customize his job title and give him a nickname.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft012.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Here we can see that he owns 14 items, which is probably all clothing items at this point. Hitting Enter takes us to the thoughts and preferences menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft013.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The first line tells you about mood and recent events that have affected it. Since we have just started, there aren't any recent events, and he's happy to have arrived at his new home. The second section shows his likes, and the third section, which is new to this version, lists his personality. All of this information is unique to each dwarf, and you'll probably ignore most of it, but it is flavorful. The line across the top also shows their full name and the 'translated' version, as well as their job title. Now that we are done here, I'll hit the Space bar to exit. The Space bar key almost always cancels what you are doing and backs you up to the previous screen. There may be a few cases where it doesn't, such as during world creation, but those are exceptions to the rule. There are two other options each dwarf has; {{k|i}} for inventory, and {{k|w}} for wounds. Those don't concern us at the moment really - each dwarf starts out fully clothed and unwounded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that finished, I'll go ahead and check out the other dwarves:&lt;br /&gt;
&lt;br /&gt;
* A [[Miner]]. Well I didn't get screwed there, at least.&lt;br /&gt;
* A combination [[Jeweler]] / [[Craftsdwarf]]. Not something I would have chosen to start with, but I guess he can work on making some trade goods for the autumn caravan.&lt;br /&gt;
* A [[Carpenter]] / [[Bowyer]]. Carpenter is useful, as beds will need to be made, as well as buckets, bins, and other various wood products. I'll give him an axe so he can [[chop down trees]] also.&lt;br /&gt;
* A [[Mason]] / [[Mechanic]]. Also useful. I'd prefer to have Mason and Mechanic separate, but there's only 7 dwarves to start with so inevitably you have to either overlap some jobs, or not have them at all.&lt;br /&gt;
* A [[Fisherdwarf]]. Fishing wasn't incredibly useful in the previous version, and I don't think it's much improved here. This guy is going to become a Miner, since I have an extra pick.&lt;br /&gt;
* A [[Fish Cleaner]] / [[Butcher]] / [[Tanner]] / [[Weaver]] / [[Clothier]] / [[Leatherworker]]. You couldn't put a pile of more useless starting jobs together if you tried. This guy is going to get stuck doing all the trivial jobs nobody else has time for.&lt;br /&gt;
&lt;br /&gt;
We also started out with 1 musk ox, 1 donkey, 2 untrained dogs, 2 cats, 2 axes, 2 picks, an anvil, and several barrels of various food, booze, and seeds. Pretty much the same load you'd get if you don't change anything if you choose to manually set up your starting load.&lt;br /&gt;
&lt;br /&gt;
Now, let's get to work! The first step will be tearing down the wagon we start with. First, hit {{k|q}}, which the menu shows as 'Set Building Tasks/Preferences'.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft016.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Then we hit {{k|x}} to label the building for deconstruction. Why? For one, the wagon is completely useless - it doesn't even have wheels! Don't ask how they got it here. You can't move it even if you want to. But deconstructing it gives us 3 extra wood for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft017.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that it's designated for removal, it will show what 'job' a dwarf needs to have to destroy it, in this case [[Carpentry]]. So when a Carpenter has time he'll wander over and remove the building. At this stage in the game it's pretty much instant, since nobody's doing anything, but later on you'll have to wait a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Positioning Your Fortress ===&lt;br /&gt;
&lt;br /&gt;
Now for the next important point for starting out - choosing a fort location. Previously this was relatively simple, as there was just a big mountain face and you just picked a spot and started digging, but now there is landscape to consider. You aren't guaranteed to be near everything you want. So, let's look around.&lt;br /&gt;
&lt;br /&gt;
When choosing a site, I chose this location because it had two main [[region features|features]]: a [[river]], and [[magma]]. So let's find those, first.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft018.png|thumb|left|A river on our map.]]&lt;br /&gt;
&lt;br /&gt;
Three levels below our starting point and far to the southwest, we find the river. This is constantly fed from the south, so it won't be running out of water (unlike the other lakes in the area, which we can potentially drain to nothing if we choose). At some point we'll want to divert some of this sweet sweet liquid into our fort, so dwarves don't need to go wandering outside to get some, but it's not tremendously important to start right next to it. More importantly, I think it's likely that caravans will be arriving from the south, so I will probably will be setting up an entrance down there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft019.png|thumb|left|The volcano on our map.]]&lt;br /&gt;
&lt;br /&gt;
The lava, conveniently, is on the same level as the river. Less conveniently, it is far to the northeast. However, we don't actually need to be located near the lava, we just need to be able to channel some to our forge location, so it's not a huge deal. An interesting thing to note, is there is actually a large stone overhang over the lava crater:&lt;br /&gt;
&lt;br /&gt;
[[Image:dft020.png|thumb|left|The overhang above the lava...]]&lt;br /&gt;
&lt;br /&gt;
This screenshot is one level above the lava crater. You can see the red dots slightly below the wall which shows where the northeast corner pokes out from under the overhang. Yes, you could build part of your fort partially over the lava. I do not advise this, although I suppose it could make an interesting jail area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft021.png|thumb|left|...and the plateau above '''that'''.]]&lt;br /&gt;
&lt;br /&gt;
One level above &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; is this wooded plateau. You could push someone over the edge there and they'd fall into the lava. Awesome.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft022.png|thumb|left|Fire imps kicking around in the lava.]]&lt;br /&gt;
&lt;br /&gt;
Four levels below the surface of the lava we can see some [[fire imp|fire imps]] in their native habitat. There are also a few [[magman man|magma men]] even deeper, just imagine a bright red 'M' and that's all there is to see really. These creatures are the primary reasons to avoid lava, as magma men can destroy buildings and doors, and all fire creatures have the dangerous ability to start fires in your fortress, which can wreak havoc and plunge a fortress into chaos if it isn't contained. I don't think it's been tested but as far as I know dwarves still aren't programmed to recognize fire, so they will happily carry around burning items as if nothing is wrong and unknowingly spread it. Fortunately, there are options to dispose of or ignore individual items now, so it should be a more avoidable catastrophe.&lt;br /&gt;
&lt;br /&gt;
After some debate, I've decided to make the main entrance to my fortress just northeast of the river, in an alcove. The path to the edge of the map is relatively short, and the entire area is surrounded by a sheer cliff two levels high, so it should be relatively safe from disruption from wildlife elsewhere on the map. Hopefully caravans will arrive from this direction; I have no way of really knowing at this point. &lt;br /&gt;
&lt;br /&gt;
To get there however, I'm going to have to start digging from the top. I don't want to build a staircase up the mountain, as that would destroy the security of having the entrance surrounded by cliffs. So what I will do, is go a few levels up and dig straight down to the river level, then dig south to the entrance.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft023.png|thumb|left|Finding a good place for our stairs.]]&lt;br /&gt;
&lt;br /&gt;
I'll start here, on the same level as my dwarves, and roughly halfway between the the wagon and the 'entrance'.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Digging time! ===&lt;br /&gt;
&lt;br /&gt;
To start digging, hit {{k|d}} for Designations.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft024.png|thumb|left|Designating the location for our stairway. Before...]]&lt;br /&gt;
&lt;br /&gt;
What we want to build here is a downward stairway. You can click it if you want, otherwise hit 'j' to select the option. Then you can place it by clicking where you want the staircase to be. Alternatively you can position the cursor and push the Enter key twice to designate the location; this is actually easier sometimes, especially if you want to dig the same location on multiple floors, like we will be doing momentarily. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft025.png|thumb|left|...and after.]]&lt;br /&gt;
&lt;br /&gt;
Here is the designated staircase location. It shows up as a black '&amp;amp;gt;' symbol surrounded by brown, indicating that it still needs to be dug. Once I unpause, one of the miners will rush over and dig it out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft026.png|thumb|left|Designated trees become highlighted, and blink when a dwarf is going to chop it down.]]&lt;br /&gt;
&lt;br /&gt;
I've also designated some nearby trees for removal, to make a flat area to make some workshops on. Now that the stairway has been dug out, it shows up as a grey '&amp;amp;gt;' symbol, which represents a down-stairway. Not coincidentally, it's the same symbol used to move the display one level down. So, let's check it out!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft027.png|thumb|left|The level below a freshly dug stairway.]]&lt;br /&gt;
&lt;br /&gt;
And here we can see, right below the stair, is rock! To connect the two levels, we now have to dig out an upwards stairway on that spot, directly below the downward stairway. The hotkey for this is 'd' for designate, then 'u' for upwards stairway. (don't worry, there will not be a quiz on the hotkeys). You don't have to do this in two separate steps, I just did it this way to illustrate what happens if you dig a downward stairway without also digging an upward stairway below it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft028.png|thumb|left|Designating an up stairway.]]&lt;br /&gt;
&lt;br /&gt;
Again we wait for our trusty miner to arrive on the scene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft029.png|thumb|left|The walls around the stairway are now available for digging.]]&lt;br /&gt;
&lt;br /&gt;
And now we have an upper entrance to our fortress. Now I'll have a room dug out ('d' then 'd' again to dig/mine the rock on the same level). Everything under the designate menu can be done in two ways: Either select each square individually with the mouse (you can also click-drag to keep selecting tiles, to be precise), or you can hit Enter once to select a corner, then use the arrow keys to move to another location and hit Enter again. This will select a rectangle defined by the two corners you selected. I'm going to build a 5x5 room here.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft030.png|thumb|left|Our 5x5 entrance hall.]]&lt;br /&gt;
&lt;br /&gt;
Rather than just dig straight down to the level I want to be at, I am going to set up this entrance room with an array of traps to kill any potential invaders. Also of note, the floor of this room is muddy, indicating that farming would be possible here without messing with an irrigation system. I'll dig out a separate room for farming, because you don't want to have a farm in a high-traffic room like this one. Also shown, the insides of the two small pools you can see from above-ground. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft031.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Below that level I have built a combination up-and-down stairway, which is represented by the 'X' symbol, which is rather like a combination of '&amp;amp;gt;' and '&amp;amp;lt;'. Obvious perhaps, but little details like this can make it easier to remember what symbols mean.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft033.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now I've reached the 'ground floor', the same level as the river, so I'll start digging out a wide hallway. This will likely be an active floor so wide hallways are necessary to keep traffic moving at a good pace. When dwarves have to pass over each other in a single-tile wide hallway, one of them has to stop to let the other one pass, which slows down progress. Multiply that by 10 once you have a bustling fortress, and it becomes a significant problem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Planting Your Farm ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft034.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Back on the top floor, my farm-room has been dug out. To start farming, we need to build a farm plot. 'b' is the key to create a building, and even though no materials are used, a farm plot counts as a building, since products are created from it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft035.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is the build menu, which lists the various buildings and building-like objects. Furniture counts as buildings for some reason, and floodgates, coffins, roads, wells, and many other objects are built from here also. {{k|p}} lets us build a [[farm]] plot.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft036.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Farms can be resized as you desire using the hotkeys shown. {{k|u}} {{k|m}} {{k|k}} {{k|h}} are the common 'resize' keys used whenever you have the option to resize something in the game. Here I have fitted the farm plot to the room.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft037.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
I've hit {{k|q}} to take a look at the building again. Now the farm is waiting for construction, the same as any other building, by someone with the appropriate job. It displays 'Construction inactive' because nobody has yet decided that they want to come do this. Note, you can also choose to suspend a building's construction if you don't want it to actually be built yet, or you can use 'x' to completely remove the building designation before it is even built.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft038.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that the farm is built, we need to choose what to plant. Using the {{k|q}} menu again gives us new options now that it is ready for action. Currently the season is still Spring, so it automatically highlights that season for you. We only started with Plump Helmet and Pig Tail seeds, so I'll start off by planting the Plump Helmets. They are like big mushrooms basically, and are a commonly used food as they are easy to grow, and can be eaten immediately once ripe, which returns a new seed. They can also be cooked or brewed into wine, however cooking them destroys the seed so cooking them is not advised. I'll go ahead and set up plump helmet farming for the rest of the year also. One useful change is that you can now continue farming through winter, in the previous version you could not. Also, different crops can be planted in different seasons. Plump Helmet is the only one I've seen so far that can be planted year-round. Above-ground farms will have different planting options.&lt;br /&gt;
&lt;br /&gt;
There are a few other options for farming also, such as fertilizing the soil. Fertilizing uses Pearlash, which is made by burning wood into ash and then processing it at an Ashery workshop. It increases the output of the soil, but it also increases the time it takes to plant, so it's generally a wash. It could be useful if you absolutely need the most possible food out of a little amount of seeds / planting space, but otherwise ignorable. The {{k|z}} option, 'Fallow' means to leave the soil unused for the season. Typically not used, but if you are overflowing with food, that's how you stop production.&lt;br /&gt;
&lt;br /&gt;
[[Image:dft100.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
You can also get seeds and food by harvesting wild plants. This uses the Herbalism job, and provides a chance to gather additional types of food that aren't available otherwise. One thing to be aware of is that you will not find cave-dwelling plants above-ground, so I won't be pulling any Plump Helmets out of the ground here. There is a separate group of plants available for above-ground farming, such as Prickle berry. These plants need light to grow so you'll probably have to grow them above ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft042.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Outside the fortress I've set up a few temporary workshops so my other dwarves can quit slacking off. To get this menu first hit {{k|b}} for build, then hit {{k|w}} for workshop. You can see the (1) next to Carpenter's Workshop, because I built one. This new feature allows you to easily see how many workshops are built. It's less helpful for Craftsdwarf's Workshop, whose name is too long and pushes the number off the side.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft039.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The Mechanics shop builds one thing and one thing only - [[mechanism|mechanisms]]. Lots and lots of mechanisms. You need a mechanism for every individual trap you make. You need multiple mechanisms to hook a lever up to a door, bridge, floodgate, or other lever-operated device. Mechanisms are also used to make the new gear and axle machines introduced in this version, which can be used to power millstones and other devices. &lt;br /&gt;
&lt;br /&gt;
Here you can see I have a bunch of mechanisms queued up, waiting to be built. the green 'A' by the top one indicates that the task is Active and being worked on by the dwarf standing in the shop. If we hit {{k|s}}, we can suspend a job, which will keep it in the queue, but the job will not be worked on. The dwarf will then skip that job and move on to the next one in the queue. {{k|r}} will set the job on repeat, meaning once it is complete it will add that job back to the queue instead of deleting it. This is useful if you want a ton of something made. {{k|p}} raises a job in the queue, in case you want that item finished before others. Of course, {{k|x}} will still mark the building for destruction. Also of note is option {{k|P}}, which you can use to designate which dwarves will be allowed to use the shop. If you do not designate anyone specifically, all dwarves with the appropriate job enabled will be able to use it. Last but not least, {{k|a}} allows you to add a job to the queue.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft040.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is the add-job menu for the Craftsdwarves workshop. A wide variety of mostly-useless items are made here, mostly for trading purposes. Note that the 'rock' and 'wood' options are not to make rocks/wood, but to make crafts from rocks or wood. You can choose generic 'crafts', or you can choose to make mugs, instruments, or toys also. What craft/instrument/toy is created is random, it's all useless anyway. The only items from this shop that are useful are rock short swords, bolts, and a few bone/shell armor pieces that can be made.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft041.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The carpenter shop makes most wooden items. The only item in this shop that is wood-only is the bed, and it's one of the more important items. Every dwarf needs a place to sleep eventually, so you'll wind up making quite a few. Other useful items include Animal Traps, which allow you to capture vermin, as well as bins, barrels, and buckets. Buckets are used to move water, barrels are used to store food and drink, and bins serve as storage for pretty much all other products other than furniture and raw stone/ore. Bins greatly reduce the amount of floor space needed for store-rooms. Barrels perform a similar function for food, and are required for making liquor. Barrels have the additional benefit of preserving food outside of storage. Any food not in a stockpile or in a barrel will decay rapidly. Also, any food that gets walked over, even if it is in a stockpile, will have it's quality lowered unless it is in a barrel.&lt;br /&gt;
&lt;br /&gt;
There are a variety of other wood products that can be made, but the furniture is usually made out of stone instead (as you will generally have stone lying around all over your fortress making it look ugly otherwise), and shields and trap components are better made out of metal. Of course, now there is the possibility of rock-less maps apparently, so wood may be more widely used in that type of fort.&lt;br /&gt;
&lt;br /&gt;
=== Building Traps ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft043.png|thumb|left]]&lt;br /&gt;
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As I said earlier, I'm going to fill this entry-way with traps to stop potential invaders. To do I choose Traps/Levers from the build menu ({{k|T}}).&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft044.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Here are the different types of traps we can make. Well, Levers and Pressure Plates aren't traps by themselves, but they can be key components of traps. I'll make stone-fall traps, as the ingredients are readily available, just mechanisms and rocks!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft045.png|thumb|left]]&lt;br /&gt;
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Once you've chosen where to put the trap, it will let you choose which mechanism to use in making the trap. You can't choose which rock, because it makes absolutely no difference. It doesn't really matter which mechanism is used either, but if you really want to you can look at every individual mechanism available to be used by pushing {{k|x}}. As you can see in the 'Num' column though, I only have one mechanism available anyway, since the others are already marked for use in other traps. (If you are curious, the display says '0/1' because zero is the number of mechanisms I currently have allocated to this individual trap, and 1 is the total number of 'Shale mechanisms' available. Traps generally only need one mechanism, but weapon traps for example can be composed of multiple weapons.) Dist shows the distance in tiles to the closest available mechanism. It will automatically choose the closest available mechanism, which is a god-send. In the previous version of the game, there was no combined option, and there was no distance display. You were just given a list of all mechanisms in the fortress and picked one and hoped for the best.&lt;br /&gt;
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=== Stockpiles ===&lt;br /&gt;
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[[Image:dft047.png|thumb|left]]&lt;br /&gt;
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Now, to keep items stored and organized, you often want to build a stockpile for them. Otherwise your dwarves will just leave junk lying around everywhere, cluttering up the fort. To designate a stockpile, use the {{k|p}} hotkey, and you get this window. I want to designate a wood stockpile near my carpenter's shop, so he doesn't have to walk as far to get materials. So I'll choose {{k|w}} for wood, then choose a spot and hit {{k|Enter}} to begin the designation.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft048.png|thumb|left]]&lt;br /&gt;
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You can see the bright green '+' that indicates the first spot I marked just below the carpenter's shop. Then, moving the cursor to the other corner, hit 'Enter' again, and a rectangle corresponding to those two corners will be designated as a wood stockpile. Any free dwarf with the 'Wood Hauling' job enabled will go grab some wood and drag it to this stockpile. If you want to remove a stockpile, do the same process, but use {{k|x}} instead of the stockpile letter, and designate the area to be removed. You can remove more than one stockpile at once.&lt;br /&gt;
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[[Image:dft051.png|thumb|left]]&lt;br /&gt;
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Empty stockpiles are represented by dark grey '=' symbols.&lt;br /&gt;
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[[Image:dft052.png|thumb|left]]&lt;br /&gt;
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Next I want a more specific stockpile - a room for seeds for the farmers, so they don't have to walk as far when planting. To set the stockpile for only seeds, first hit {{k|q}} to highlight the stockpile, the same way as any other building.&lt;br /&gt;
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[[Image:dft053.png|thumb|left]]&lt;br /&gt;
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Then hit {{k|s}} to bring up the stockpile settings. Under the food category are a number of other categories, with specific food items under those. You can manually select or de-select each individual food item if you so desire by highlighting the item and hitting {{k|Enter}}, but I'll just block out the entire categories by hitting {{k|f}}, as shown, to 'forbid' the storage of that item in this stockpile. Also, notice the 'prepared item' option in the lower-right. Prepared food is any food that has been made by cooks in the Kitchen workshop. &lt;br /&gt;
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Now the only item stored here is seeds. The 'Additional items' option listed at the bottom is highlighted also; from there you can choose to allow or forbid the general categories 'plant/animal' or 'non-plant/animal'. You can make stockpiles as general or as specific as you want; you can make a stockpile that only holds masterwork platinum coffins and well-crafted leather thongs if you want.&lt;br /&gt;
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One final note to make about custom stockpiles, is that if you want something stored in a certain location, you should disable storage for that item in other stockpiles. In my seeds example, I already have a food stockpile setup elsewhere, so I will disable seeds in that stockpile so that they will get moved to the new, designated seed location.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Trade Depots and Wagon Accessibility ===&lt;br /&gt;
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[[Image:dft054.png|thumb|left]]&lt;br /&gt;
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Back on the bottom floor, the entrance has been dug out and a Trade Depot constructed. Trade Depots are usually the first buildings you'll make that require more than one material - it takes three to make one. Like most buildings they can be made from raw rock, cut stone blocks, logs, or metal bars. There's little reason to build one from anything but regular rock though, the main difference is the color. This one was made from dark stone.&lt;br /&gt;
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Now, let's make sure our Depot is wagon-accessible by using the {{k|D}} hotkey.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft056.png|thumb|left]]&lt;br /&gt;
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Dwarven and Elven caravans are carried by mule, and don't need any special pathway. However, Human caravans come with wagons carrying many more goods than other caravans. These wagons need a smooth three-wide path to your Depot. Actually I haven't seen it confirmed that a three-tile wide road is still needed to connect the edge of the screen, and I'm not sure if creating one will automatically cause the human caravan to arrive there. Will update this when I find out! We'll work on building a road a bit later on, we don't need to worry about the human caravan arriving until next spring at the earliest, and it's still mid-spring only!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft055.png|thumb|left]]&lt;br /&gt;
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Just north of the depot I have some bored dwarves smoothing the passageway. Designating an area to be smoothed is done the same way as mining, except you designate floor tiles and exposed walls instead of rock to be dug. Floors that are marked to be smoothed show as large flashing plus signs, while walls show as flashing double-plus signs. Smoothed floors display as '+', while smoothed walls display as double-bars traveling along the wall. The end of a smoothed wall usually shows up as an 'O'.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft062.png|thumb|left]]&lt;br /&gt;
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I was digging out some rooms for food storage, a dining hall, and a barracks when I ran into some damp walls. This happens when your miners get close to an underground water source. It's a warning to stop digging in that direction unless you want to potentially release a flood into your fortress. You will get a similar notification when digging too close to lava, except that is much more fatal usually. In this case, I was able to dig out the final two squares of my food storage room without consequence. From looking at the map of the other floors, there is very little space that water could be hidden, so I judged the risk to be low enough to take.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Walls, Stairs and Roads ===&lt;br /&gt;
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[[Image:dft066.png|thumb|left]]&lt;br /&gt;
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While digging out this circular dining room, I accidentally dug out an extra square, ruining the pixelated circularity! This would have been a permanent mistake in the previous version, but now we can re-build walls!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft067.png|thumb|left]]&lt;br /&gt;
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To do so, open the {{k|b}}uild menu and choose the 'Wall/Floor/Stairs' option, then choose Wall and hit {{k|Enter}}.&lt;br /&gt;
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[[Image:dft068.png|thumb|left]]&lt;br /&gt;
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Then choose where you want to build the wall. '''NOTE:''' There is no resize option for building walls, if you want to build a wall you have to do it one square at a time.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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It's well worth noting that this isn't restricted to rebuilding walls underground, you can create a wall anywhere. This can be used to build above-ground fortifications and even entire buildings, towers, or castles if you have the patience. The wall building menu has options to create stairs and floors where none existed before, so the sky is the limit! Also of note is the fact that built walls come pre-smoothed, but cannot be engraved on. Engraving is basically making a mural on the wall that depicts either an event from your fortress, or some random image of the engraver's choosing.&lt;br /&gt;
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One final note, built walls, stairs, etc. cannot be removed by mining, you have to deconstruct them. To do so, open the 'd'esignations menu and choose 'n' for remove construction.&lt;br /&gt;
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[[Image:dft069.png|thumb|left]]&lt;br /&gt;
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I've begun construction on a road connecting my depot to the edge of the map. Roads are made through the 'b'uild menu, and are placed similarly to farm plots.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft070.png|thumb|left]]&lt;br /&gt;
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This is what happens if you try to build something in an invalid location. The red 'X's mark where the road is overlapping another section of road. It's currently not visible because roads that aren't yet constructed flash on and off, and I forgot to make sure it was visible before I took the screenshot.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft071.png|thumb|left]]&lt;br /&gt;
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Roads take a lot of stone to build, this particular section will take 7 stones to build. Choosing stones to use is much simpler now, with the various types of stones condensed and the closest stones used first.&lt;br /&gt;
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[[Image:dft072.png|thumb|left]]&lt;br /&gt;
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When your miners run into precious minerals while digging, you will get a notification, the screen automatically moves to the location and the game pauses. This happens every time you find a different vein in this version, previously it only happened the first time you discovered a new mineral. It can be helpful perhaps, since minerals are not guaranteed to be present on a map and you have no idea how common it will be. It can be irritating seeing the same discovery notification repeatedly though. Magnetite gets smelted into iron though, so it's alright.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Zoning Bedrooms ===&lt;br /&gt;
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[[Image:dft073.png|thumb|left]]&lt;br /&gt;
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Here's the beginning of my mass sleeping room. I'm not going to build individual rooms for my dwarves yet, as that is far too much work. I've highlighted one of the beds using {{k|q}}, just like a building, now I'll press {{k|r}} to make the room into a bedroom.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft074.png|thumb|left]]&lt;br /&gt;
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This grid of cyan X's shows the area currently selected as bedroom. I'll use {{k|+}} to increase the size to fill the entire room.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft075.png|thumb|left]]&lt;br /&gt;
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Now the bedroom is fully designated. The dark cyan X's show where the walls are, and the bedroom will not expand past the walls/doors. If there weren't doors, it could continue expanding to fill the rest of the whole floor.&lt;br /&gt;
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However, we don't want this to be one persons bedroom, we want this to be a shared bedroom, which is called a Barracks. Pressing {{k|b}} on the menu now will set that option. Barracks are usually only used for military, as eventually everyone should have their own rooms. Anyone without their own room will use the barracks. This will give the dwarves a place to sleep until they can get their own rooms. Now that the bedroom has been designated, you can assign that particular bed to a dwarf if you like, resize the bedroom designation, or press 'f' to free it. That removes the bedroom designation and unassigns any dwarf from the bed.&lt;br /&gt;
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Note: The entire barracks is designated from a single bed, you don't have to recreate the room on each bed. All beds within the space of a barracks will be used.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Building a Well ===&lt;br /&gt;
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[[Image:dft077.png|thumb|left]]&lt;br /&gt;
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Near the bedroom I want to make a well, so the dwarves will have somewhere to get water from without having to run outside to the river.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft078.png|thumb|left]]&lt;br /&gt;
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First I need some supplies to build the well. I'll need some blocks, which are crafted from stone at a Masonary, an empty bucket, which can be made of metal or wood, and a chain, which is made from metal. (I assume a cloth rope can be used also, but I have no cloth). I can make the block and bucket right now, but I'll need to set up a smithing operation to get the chain.&lt;br /&gt;
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The first step of any smithing operation is to get fuel. Unless you have a magma source nearby, you'll be using coal. We do have a magma source, but it's rather far from our fortress, so that will have to wait. Coal can be aqcuired in two ways: dig coal ore out of the ground somewhere, or make it from wood at a wood furnace.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft079.png|thumb|left]]&lt;br /&gt;
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I'm going to set up a temporary furnace near my carpenter's shop (obviously burning wood near a woodworking shop is an A+ idea). From the 'b'uild menu, select Furnaces ({{k|e}}).&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft080.png|thumb|left]]&lt;br /&gt;
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This gives us a variety of furnace options. The one we need first is a Wood Furnace, to make charcoal. Charcoal is functionally identical to coal, so I'll just be calling it coal from this point on.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft081.png|thumb|left]]&lt;br /&gt;
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Furnaces are one type of building that need to be designed by an Architect before they can be built. Architecture isn't a vital skill really, you can enable it on everyone if you like, by default anything designed will be perfectly functional, but buildings designed by skilled architects are more aesthetically pleasing to dwarves and they can get happy thoughts from them.&lt;br /&gt;
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I'm also going to build a Smelter right next to the Wood Furnace. Smelters are where metal ore gets melted and shaped into usable bars. Once the building has been designed, it will need a Mason to come finish it. This is because I chose to build it from stone. If I made it from metal, it would need Blacksmithing, and if I made it from wood, it would need Carpentry. I have a feeling a smelter made of wood would be a bad idea.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft082.png|thumb|left]]&lt;br /&gt;
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The final step on the road to metalworking glory is the Metalsmith's Forge. I'm going to place it near the furnaces, so everything is close to each other and the smith doesn't have to go far to pick up coal and metal bars. This is the building placement screen. Most buildings are 3x3 tiles. Bright green X's show where walkable tiles for the workshop are, and the dark green X's indicate that the spot will be impassable once it is built. This isn't important above-ground, but if building underground it is possible to block off the exit to a room with a badly-placed building. Now that dwarves can move diagonally, the risk is lower, but each building has a unique layout and some block off an entire side. You cannot rotate buildings either.&lt;br /&gt;
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A key ingredient of any Forge is the anvil. We started with an anvil, so it's covered. If we didn't bring an anvil when we started we'd be out of luck, because anvils can only be made at forges, and you can't build a forge without one. The only way to get an anvil at that point is to try and trade for one from a caravan, if they decide to bring one.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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=== Zones ===&lt;br /&gt;
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[[Image:dft083.png|thumb|left]]&lt;br /&gt;
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All dwarves take breaks from time to time, and when they do so they usually have a spot that they will go to hang out, such as a meeting hall, statue garden, zoo, etc. Your stray animals will usually hang around those areas also. By default they will hang out near the starting wagon when you first arrive, even after the wagon is destroyed; to cancel that I have designated a meeting zone at the top of the fortress. &lt;br /&gt;
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'Zones' are a new feature to this version. They are created from the main menu from hotkey {{k|i}}, then placed similarly to stockpiles. Once you have an area designated you can choose what type of zone it is. &lt;br /&gt;
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Water Sources: placed on lakes and rivers, these indicate where dwarves should get water from. NOTE: For this to be used properly, you need to have the zone designation actually overlap the ground where you want the dwarves to stand when getting water. Otherwise they will only see the zone hanging over the water, realize they can't stand there without drowning, and ignore it (not exactly; it just won't show up as a valid Water Source).&lt;br /&gt;
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Fishing: similar to water sources, tells dwarves 'hey come fish here instead of 4 miles upriver'. &lt;br /&gt;
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Garbage Dump: place where they will toss any items you mark to 'dump', which is handy because now you can choose individual items to throw away, which was impossible previously. Any item thrown in the dump is marked 'forbidden' and will be completely ignored by dwarves. Dumps can be designated over open space, and dwarves will throw their garbage into the void. This is done by designating an area with tiles connecting to ground to show dwarves where to stand when throwing stuff over the edge. &lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft084.png|thumb|left]]&lt;br /&gt;
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Here is an example of a dump zone. The top three tiles are on open space, while the bottom are on solid ground. The benefit of doing this is that the dump zone over the air will never 'fill up', they'll just keep tossing stuff over the edge and it will land somewhere at the bottom.&lt;br /&gt;
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* Pit/Pond: a place to store animals, apparently. Ponds for aquatic animals obviously. Alternatively, used to begin a rousing game of toss-the-camel-into-the-volcano.&lt;br /&gt;
* Sand Collection: indicates where you want dwarves to get sand from. Sand is used to make glass. You'll have to find some sand tiles first though. So far I haven't seen any around this mountain, but digging near the river may reveal some.&lt;br /&gt;
* Meeting area: where dwarves and animals will chill go to hang out when on break. &lt;br /&gt;
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You can also use {{k|a}} to activate/deactivate a zone, if you want them to stop using that area temporarily, instead of removing it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft088.png|thumb|left]]&lt;br /&gt;
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One of our cats has given birth to kittens! As long as you have both male and female of an animal, they will breed and eventually have babies. Young animals show up as red-colored versions of the adult animals. Animal breeding can be a decent source of food once you have a large population, although cats don't especially produce much food. Cows, horses, and now camels are probably much better for that purpose. Cats actually have a use aside from food - they will automatically hunt for vermin. Vermin are small animals/insects that can't harm your dwarves, but they will usually get unhappy thoughts from encountering vermin.&lt;br /&gt;
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Other useful pets include dogs, which can be trained at a Kennel building as hunting dogs (improves their speed I think, and lets them 'ambush'), and war dogs (deal twice as much damage). Trained dogs can be assigned to follow a particular dwarf; otherwise they tend to follow the dwarf that trained them, or sometimes they will patrol the fortress.&lt;br /&gt;
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There will be a bit more information on tame animals when I cover the stocks menu. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft086.png|thumb|left]]&lt;br /&gt;
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Progess is being made on my road, here you can see a dwarf putting the finishing touches on another section of road. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft087.png|thumb|left]]&lt;br /&gt;
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Now that the smithing buildings are all ready, let's start working on that chain. First I'll need several bars of coal from the Wood Furnace. This requires a dwarf with the Wood Burning job enabled. &amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft089.png|thumb|left]]&lt;br /&gt;
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Now that we have some coal ready, I'll start smelting some ore. In the new version, only ore which you have available will show up on the smelter list, which is handy because there are a lot more ores than there used to be, and you aren't guaranteed to find any particular one at any fortress site. You can also melt a metal object to return a portion of the metal that was used to make it. That partial ore will be stored at the Smelter it was melted at until you melt down enough objects at that particular Smelter to make a full bar.&lt;br /&gt;
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Here I'm melting some Magnetite ore I found, which will return Iron bars. Smelting uses the Furnace Operator job.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft090.png|thumb|left]]&lt;br /&gt;
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The caravan has arrived! Inconveniently, they have arrived from the north side of the map, so it'll take a while for them to arrive at the trade depot, but let's get ready for their arrival.&lt;br /&gt;
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=== Trading and Thieves ===&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft091.png|thumb|left]] &lt;br /&gt;
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Now that the caravan has arrived, options appear at the Trade Depot. This shows who your broker is, and what he's doing. The broker can wait for now, he won't be necessary until we are ready to trade. First, we need to move some goods to the depot to be traded.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft092.png|thumb|left]]&lt;br /&gt;
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This menu shows every individual item in your fort in a list format, including how far it is from the depot. From here you can go through and choose which items you wish to trade.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft093.png|thumb|left]]&lt;br /&gt;
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Oh crap, now there's a kobold thief trying to steal some of my fabulous -slate mug-. Thieves have a habit of showing up with caravans, unfortunately, but kobolds are extremely weak. Thieves sneak, so you can't see them coming beforehand. They only appear and give that notification if a dwarf, tame animal, or someone from the caravan spots them. There's no skill check or anything (that I know of), they will automatically spot the thief if they are one tile away from it.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft094.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Approximately two seconds after the previous screenshot, the dwarf who was being accosted has been drafted into the military and beat the theif into a bloody mess. (If you don't remember, activating someone for military duty is accessed by using 'v' to view the unit, then 'p' for preferences, then 'A' to activate. I won't be covering military any more than that, unfortunately). Now the corpse will be hauled to the nearby Refuse pile, where it will eventually rot into bones. Bones can be used to make trade goods, bone armor, or bone arrows. &lt;br /&gt;
&lt;br /&gt;
Slain enemies drop all their stuff, which you can then use for whatever you like. Generally their armor won't be wearable, as it is either to large or too small, but the weapons can be put into weapon traps or wielded by your own military. These items also make nice trade goods, since it's all profit. &lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft095.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Here's the main disadvantage of having these temporary outdoor workshops. This thief got away with the best sceptre I had made. It's not a big deal, even that sceptre isn't worth a great deal of money, but it's annoying. When you have everything indoors, it is much less likely that thieves will successfully steal anything. Over the winter I will work on moving all these workshops indoors.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft096.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The first of the caravan has reached the depot and thrown their goods all over the place. We can't trade until they've all arrived though.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft097.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Here we see the dwarven Outpost Liason that came with the caravan. He's been chasing my Expedition Leader for 5 minutes now while my dwarf ignores him. I've stopped all his available tasks though and called him to the depot to conduct the trading, so they should start talking soon.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft098.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that the caravan is ready and the Expedition Leader/broker has arrived, let's trade. The first page of goods is mostly worthless to me, I hardly need more stone blocks, the Steel mini-forge is just a toy, and the large masterpiece gem I have highlighted here is probably worth more than everything in my fortress combined. If this weren't a tutorial game, I'd be tempted to steal it *ahem* arrange for a tragic depot 'accident'.&lt;br /&gt;
&lt;br /&gt;
Note on the right-hand side I have a bin on the list - when goods are stored in bins, you can't designate the items to be traded, you need to have the whole bin hauled over. Then you can trade everything inside the bin. This is very nice, as it means less trips you need to make to carry goods to the depot. All those individual items above the bin were carried here one at a time. Inefficient! Dwarves will automatically put stuff in bins when there are free bins available and a stockpile to put them in. The bin is then labeled as a 'Finished Goods' bin, to distinguish it from an unused bin or a bin filled with coal. Finished Goods basically covers all useless trade goods such as flutes and mugs, but also is used for clothing.&lt;br /&gt;
&lt;br /&gt;
After looking over the goods available, I traded a big pile of stone junk for all the traders' food, and a couple pieces of leather and cloth. You can never have too much food, but you CAN have starving dwarves. I always trade for food until I have efficient farming, brewing, and cooking operations set up that can support all my dwarves. As it is, I didn't even have enough seeds to plant the entire field we created.&lt;br /&gt;
&lt;br /&gt;
One important thing I almost forgot to mention: currently we cannot see the actual value of items, only weight. My broker isn't skilled enough, so I just had to guess at how much stuff I could trade. Caravans can only carry so much weight, so you need to make sure you are trading lighter items and taking heavier items from the caravan when possible. The amount of weight you can add to the caravan without going over is shown in the lower right. If you DO go over the limit, the number will display red and you won't be able to complete the trade.&lt;br /&gt;
&lt;br /&gt;
Each item has a value and a weight; even if we can't see the value, the dwarves won't trade with us if they aren't making at least some profit. Since you probably won't have a lot to trade when first starting out, you'll want to focus on getting lower-cost items like food, or crafting materials. Metal weapons and armor tend to be rather expensive. Furniture, unfortunately, is both heavy and not very valuable, so don't go making a bunch of oak cabinets expecting to ditch them on the caravan. That's why crafts are good trade items: they are light, and relatively valuable for their low weight. Also, they are cheap to produce as long as you have extra stone lying around.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft099.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that the trading is done, I let the Leader go on his way, and he finally stopped to meet with the Outpost Liason. This menu comes up, where you can tell the liason what types of goods you want them to bring next year. This is the only way to get an anvil if you didn't start with one. You can request a wide variety of goods now, including important things like seeds, weapons, armor, and new picks, if you somehow managed to lose the ones you started with and can't forge new ones. You can also request wood, which is important on maps where there is no naturally occurring wood. Here I've chosen to request a variety of seeds, so I can diversify my planting operations next year.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft101.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
After you've requested goods from the Liason, another meeting will be held once the Liason has written up a trade agreement. The trade agreement lists the prices you'll be paying for the goods they bring next year. Anything you don't specifically list will stay at regular price (100%), and goods you requested will be given a price markup according to the priority you placed on it. Generally it's best to just place the lowest possible priority on all your requests, to minimize the markup. They'll usually bring anything you request, as long as you don't request too many different items. If you request too much they'll have to decide what to bring, that's when Priority comes in to play. Anyway, there's nothing to do here other than look at the prices, so let's move on to the next meeting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft102.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This screen shows what the Liason is requesting for you to trade to them next year. They give their own priority and pricing for their requests. If you cater to their requests you can make a nice profit, especially on maces it looks like here. There's no penalty for not meeting any of the requests though, they'll still take any old junk you have lying around. Again, we can't make any changes here, so let's move on. That was the final meeting, so I'll let the broker dude get back to work.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft103.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While we're on the subject of the broker, let's look at the {{k|n}}obles menu. Nobles are like government jobs, mostly paperwork and bureaucracy. The Nobles menu shows which jobs need to be taken care of. When you first start out you start with 4 jobs, typically all of them will be assigned to one person, the Expedition Leader. This job is automatically assigned, and you cannot change the Expedition Leader. I'm not sure how it is chosen at this point, presumably if you set up one dwarf with a bunch of related noble skills he will start as the leader, but I haven't tested it.&lt;br /&gt;
&lt;br /&gt;
To the right of each position it shows if that dwarf has any Requirements to preform his job, Demands to be happy with his job, and Mandates that he issues that need to be performed. Requirements typically include an Office, a Bedroom, and sometimes a private Dining room. Some also require furniture such as cabinets and chests. Demands are usually specific items that noble feels he deserves. You can usually ignore these, but he'll be happier if the demands are met. Mandates are like demands, but they generally are required to be met. That might be disabled currently, but I'm sure it will be re-enabled later on. Mandates are typically production orders, such as 'make 5 axes' or 'perform 20 mason jobs'. If the mandate isn't met, the dwarves who should be doing those jobs get punished.&lt;br /&gt;
&lt;br /&gt;
The Outpost Manager job is what controls the manufacturing process in your fortress. There are various abilities of his you can use to make it easier to run a fortress. The Manager allows assigning workshops to particular dwarves, and you can also request batch jobs to be filled by the Manager. The manager then delegates those jobs to available workshops to be completed. &lt;br /&gt;
&lt;br /&gt;
The Outpost Broker we've already seen, he's the one who will generally be doing the trading and negotiations with caravans.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper keeps track of the items in your fort, and allows you to see how many items you have in each category. From this menu you can change the settings to show how diligent he will be in his duties.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft104.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The bookkeeper is the only one of the first four nobles to have his own settings menu. He starts out using the lowest precision. This means he spends basically zero time working on counting the items, and any counts displayed will be rounded off horribly. This is acceptable early on, but eventually you'll probably want to raise his level of precision. Before you can do that though, you have to create an office for him. An office is basically just a room with a chair in it, and whatever other furniture he might request. You then designate the room as an office in the same way you designate a bedroom or dining room, except the office is centered around the chair, instead of a bed or table. Then when you raise the precision setting, he will spend time in the office or walking around or whatever the hell a bookkeeper does, and his skill will increase. &lt;br /&gt;
&lt;br /&gt;
Eventually as the population of the fortress grows, more 'noble' jobs will be added to be worked on. The first that we know of is the Sheriff, who acts as the law-enforcement for dwarves. Any dwarf that commits a crime will wind up punished once dwarven law is enabled. Crimes include destruction of property, violation of production orders (mandates), violence against dwarves and tame animals, and murder. Dwarves are usually well behaved, but if they get too unhappy they will start to tantrum and perform various crimes in a fit of rage. If your fortress is going well this usually won't happen, but it never stays peaceful forever. Someday you WILL see a dwarf rip the head off a kitten.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft140.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Let's get back to work! When we left off, we had finished smelting some iron, now we need to turn it into a chain for our well. The Forge creates all metal objects, so let's check it out. You might be wondering what 'Metal Clothing' is, well, it's made of Adamantine, the only metal light enough and flexible enough to be used as clothes. It's also exceedingly rare, and won't be covered in this tutorial.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft141.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Chains are in the Furniture category, because they can be built anywhere in the fortress and used to tie up animals. This is usually used to station War Dogs in specific spots. They can also be used for prisons, to tie up dwarves who have violated the law. After choosing Furniture, it gives a list of metals to use. I don't actually have all of those metals, it just lists all possible metals. We've got iron, so I choose that.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft142.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The next screen lists all the iron furniture I can create. The green arrow in the lower-right shows that there is more items than can fit on the screen. Most metal furniture can also be crafted from stone or wood, so you won't be making most of this stuff, but the option is there. Now, we wait for the chain to be made.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Finishing Up the Well ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft105.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
At long last we can build our well... except now there's a new requirement. Well's have to be built in mid-air! Not quite actually, but you do need to dig a tunnel underneath them, so that the bucket can be lowered down into a water source. Consequently, there also has to &amp;lt;b&amp;gt;be&amp;lt;/b&amp;gt; a water source below the well to draw from. I've been working on that, though!&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft107.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
To dig out the area beneath the well, you need to dig a channel. Digging a channel destroys the floor, and digs out the tile underneath, which is the 'channel' that water can flow through. Channels are designated the same way mining and stairways are, and are dug by miners.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft108.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now that the channel has been dug, we have the 'open space' required by the well, so I'll go ahead and build it. Now we have to get some water beneath the well so it will be useful. Let's see what's down there.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft109.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
I've already dug out the area beneath the well, and made a path to the river so I can divert some water to the area beneath the well. Now I'll have to dig a channel from the well room to the river.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft113.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This dwarf has decided to take a nap in the middle of the river. Somehow, he doesn't drown. Let's call this a bug.&lt;br /&gt;
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Shortly after this the game crashed, so some details after this may not be exactly the same as they were previously. I've now changed autosave to SEASONAL instead of YEARLY.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft117.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While digging out a channel, a cat apparently fell in. (It's the small grey 'c' in the middle). This is one of the new dangers of digging channels. I'm going to make a staircase to rescue the cat, as well as allow anyone else who falls in later to escape. Rather than digging a staircase out of the wall, I'm going to build one inside the channel, which I can later remove.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft118.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While I was wondering who would build the stairs upward, a miner fell in the channel, so I gave him the masonry job and put him to work.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft119.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Now I need to place the down-stair directly above the up-stair. If you try to build a down-stair over empty space, it will just be cancelled.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft120.png|thumb|left]]&lt;br /&gt;
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Victory!&lt;br /&gt;
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[[Image:dft121.png|thumb|left]]&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'll build a bridge over the channel here so that we can cross over the channel if needed. I made it three tiles wide, because that is the most you can make from a single piece of stone. Note: Bridges can be attached to a lever to raise/lower or retract. By default they are set to retract, but you can use the 'wadx' keys to set it to be raised in a direction. If you do that, it has to be attached to the ground on the side you want it to raise towards, and needs to be at least 2 squares wide.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fortress Inventory ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft122.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
While waiting for our dwarves to re-do all their hard work, let's check out the Status screen accessed from the main menu by the 'z' key. Here you can see how many dwarves you have of each type, as well as a rough count of how much food you have. Right now I'm not doing so hot on food, but I'm still waiting for the caravan to arrive again. If we had a skilled broker we could see an estimate of the wealth of our fortress, as well as an estimate of how much trading we have done with other nations. There are four sub-menus available right now also.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft123.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The Animals submenu shows all the tame animals you have. Right now none of the animals have owners, they are all strays. The dogs, the muskox, and the donkey are shown as 'unavailable', which means they cannot be claimed as pets. Hitting Enter will make them available to be pets. Once an animal is a pet, you can't do anything to it, so I usually don't make them available. Cats are uncontrollable, shown as 'Uninterested'. They may or may not at some point decide to become the pet of a dwarf. Usually you will wind up with all of them becoming attached to the same dwarf, who will be your fortress' crazy cat lady. You can also order any animal that doesn't have an owner to be slaughtered from here, which produces delicious food, bones and skulls. &lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft139.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The Kitchen sub-menu shows what types of food you have lying around, an estimate of how many, and whether dwarves are allowed to cook it or brew it into beer. It's best to not allow seeds to be cooked, as they are much more valuable planted so they can grow into more food. Also of note is that cooked plants do not return a seed, so don't cook plants unless you don't need a seed from them. Brewing does return the seeds though.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft124.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
The new Stone sub-menu gives a list of all the different types of 'Economic' stone. Economic stone has some sort of use aside from building stone items. Here I have Limestone highlighted, and you can see on the right side of the screen that it is used in the process of making pig iron and steel bars. You probably won't run across all of the different types of stone listed here, but it's good to look over them so you know what everything does. &lt;br /&gt;
&lt;br /&gt;
By default, all of these stones are marked as off-limits to your masons and other stone-using dwarves. However, each fortress will have a unique mineral composition, so if you wind up on a mountain with tons of limestone, you can enable it to be used for stone-building projects.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft125.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Finally, the Stocks sub-menu. This gives you a list of every type of item you can have in your fort, and shows you how many of them you have. This is heavily dependant on your Bookkeeper noble, so eventually you will want to give one an office and have him get to work so you can have exact numbers. When you have an exact count, you can use Tab to display each individual item in a given category, then use use the hotkeys in the lower right to look at the item details, designate it to be melted or thrown away, or use 'z' to see where the item is located in your fort.&lt;br /&gt;
&lt;br /&gt;
Because our bookkeeper sucks, we can only see estimates of how many stones, logs, etc. that we have. Also, the red number to the right of the estimate, is a count of how many of those items you have that are in use throughout the fortress. For example, we have no beds in the estimated count, but we can see that 10 beds are actually built and in-use. Similarly we have no doors in our stockpiles, but 4 doors built throughout the fortress. You will see similar numbers for every item you have that is in use, even seeds that are currently planted in the ground.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft127.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Our channel to the river is just about ready, now I'll have a miner dig out the last few tiles and let the water flow through.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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[[Image:dft129.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
With the path cleared, water rushes into the channel.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft137.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
And the finished well is now ready for use.&lt;br /&gt;
&lt;br /&gt;
It's worth a mention that you don't actually need to use channels to move water anymore, I could just as easily have dug stairs downward and had the dwarves mine through the soil to move the water into position, then just used channels to open up the area under the well. Channels just make the process easier to observe.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft130.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
One of my dogs killed a mountain goat, so I've built a butcher's shop to let it be turned into edible meat. Butcher's shops turn dead animals into food, bones, and some will also return skulls and pelts. The pelts are then processed at a Tanner's workshop to become leather.&lt;br /&gt;
&lt;br /&gt;
It's winter now and I still haven't gotten any immigrants :( They would be so useful to speed this up, but oh well.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft131.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is what happens if you don't make a stockpile for items, they build up in your workshop. The (CLT) next to the workshop title indicates that the workshop is 'cluttered', which slows down production. &lt;br /&gt;
&lt;br /&gt;
To view buildings like this, use the {{k|t}} hotkey. This shows the contents of buildings. The Chestnut wood with the (B) next to it indicates that the workshop is built from that material. If we destroy the building, the material will be returned.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft132.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Another new feature implemented in the most recent version is the Traffic Designation option. Accessed from the 'd'esignation menu, this allows you mark your hallways and make dwarves favor one path over another. In this example, dwarves will almost always follow the bright green 'H' path rather than stepping on the 'low' or 'restricted' tiles. They'll take a few shortcuts due to diagonal pathing, but that's besides the point. What's the point? Well, that's up to you. Maybe you want to make sure dwarves don't wander near a magma channel you've dug. Maybe you want them to avoid a certain hallway, and take a different path. Maybe you just like watching dwarves run around in circles. I'm sure there will be plenty of uses for this.&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft133.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is a farmer's workshop. Some plants can be processed here, in fact some are required to be processed before they can be used. Examples are Sweet Pods, which are processed into a barrel to become syrup. Quarry Bushes are processed into a bag to become Quarry Bush leaves. These plants take a bit more work to get use out of, but they also make more food per seed, which increases farmer productivity. Note the 'milk creature' and 'make cheese' options. I'm not sure if you can actually milk cows at this point; previously you couldn't, but eventually that will be another renewable food source.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft135.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
This is the Still, a very important dwarven workshop which produces all the booze your dwarves will drink. Dwarves love their booze and will never drink anything else if you provide enough of it. When you first start a fortress though they'll usually have to go without it for a while, because farming actual food takes priority over booze.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Announcements ===&lt;br /&gt;
&lt;br /&gt;
[[Image:dft134.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
Another thing you'll become familiar with is the 'a'nnouncements page. This lets you view a list of the past 22 lines of announcements / events. As you can see in this one, a miner I had excavating towards the magma ran into a fire imp and got fireballed to death. I didn't get a screenshot of his wounds, but presumably he took a lot of damage to the neck or lungs. Also, raccoons stealing some trash dropped by a kobold thief.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:dft136.png|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
It's that time of the year! The climate in this zone isn't actually that cold, I haven't even got snow on the ground, but halfway through winter the river finally froze up. It actually thawed again about 10 seconds after I took that screenshot. The water in the channel froze also, but the section that was inside the mountain stayed wet. Another important reason to divert water indoors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
Well I was going to do more, but repeated crashes culminated near the end of winter when I got to a point I could no longer continue. The game now crashes about 2 minutes after I load the game consistantly, so the tutorial ends here. I think I covered all of the important stuff, anyway. This should be enough to all the basic things you need to get a fortress running, and from there you can start messing with the more advanced stuff.&lt;br /&gt;
&lt;br /&gt;
Feel free to make any corrections or suggestions for important things to add, I've read this so many times I can't tell what's what anymore.&lt;br /&gt;
&lt;br /&gt;
===Other Guides===&lt;br /&gt;
All these can help with different parts of your fortress:&lt;br /&gt;
*[[Important advice]]&lt;br /&gt;
*[[Stairs]]&lt;br /&gt;
*[[Cave-in]]&lt;br /&gt;
*[[Smelting]]&lt;br /&gt;
*[[Design strategies]]&lt;br /&gt;
*[[Digging]]&lt;br /&gt;
*[[Controls]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16406</id>
		<title>40d:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16406"/>
		<updated>2007-11-18T23:10:17Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: I added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building and using a Smelter ==&lt;br /&gt;
Metal bars you produced with a smelter are usable in a wide variety of goods, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.&lt;br /&gt;
&lt;br /&gt;
To build a [[smelter]] you need to have a dwarf with the building designer skill, a Fire-safe material and the appropriate craftsdwarf. You place a smelter building using the keyboard commands '''(b)(e)(s)''', after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
Using a smelter requires a dwarf with the furnace operator skill. You require ore and fuel to make a metal bar, and bituminous coal or lignite to make coke. Just like any other building you give a smelter a task using '''(q)'''.&lt;br /&gt;
==Smelting Ore Results==&lt;br /&gt;
All ores smelted alone have a % chance of turning into a certain kind of bar.  The following table shows those chances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ore]]&lt;br /&gt;
! [[Iron]] &lt;br /&gt;
! [[Gold]] &lt;br /&gt;
! [[Silver]] &lt;br /&gt;
! [[Copper]]&lt;br /&gt;
! [[Nickel]] &lt;br /&gt;
! [[Zinc]] &lt;br /&gt;
! [[Platinum]] &lt;br /&gt;
! [[Tin]] &lt;br /&gt;
! [[Bismuth]] &lt;br /&gt;
! [[Lead]]&lt;br /&gt;
! [[Aluminum]] &lt;br /&gt;
! [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
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| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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| 100%&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 50%&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
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|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamantine fibers]]&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Note that [[galena]] smelted alone often produces [[lead]] which is only used in producing [[lay pewter]], a low quality ore.&lt;br /&gt;
&lt;br /&gt;
==Coke Smelting==&lt;br /&gt;
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]].  It is not called [[coke]] when burned, it is called [[charcoal]].&lt;br /&gt;
*[[Bituminous coal]] smelts into 3 [[coke]]&lt;br /&gt;
*[[Lignite]] smelts into 2 [[coke]]&lt;br /&gt;
*[[Wood]] burns into 1 [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
[[Flux]] is that stuff you use to get the impurities out of [[steel]].  There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]].  All function the same way so if you see [[flux]] in a recipe, any will do.&lt;br /&gt;
&lt;br /&gt;
==[[Alloy]]s==&lt;br /&gt;
There are 2 sets of recipes for [[alloy]]s.  The first set use only [[ore]] while the second set use only [[bar]]s.  You cannot mix the two.&lt;br /&gt;
&lt;br /&gt;
==Recipes using Ore==&lt;br /&gt;
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.&lt;br /&gt;
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Bronze]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Brass]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Electrum]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][3]&lt;br /&gt;
| [[Fine pewter]] bars[4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][2]&lt;br /&gt;
| [[Trifle pewter]] bars[3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Billon]] bars[2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes using Bars==&lt;br /&gt;
The following are all the recipes when smelting bars at the smelter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Ingredient 3&lt;br /&gt;
! Ingredient 4&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Bronze]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Brass]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bar&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
| [[Steel]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Electrum]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [3]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Fine Pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Trifle pewter]] bars [3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
| [[Lead]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Lay pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bar&lt;br /&gt;
| [[Nickel]] bars [2]&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Nickel silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Billon]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Sterling silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
| [[Black bronze]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Rose gold]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| [[Bismuth]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Bismuth bronze]] bars [4]&lt;br /&gt;
|}&lt;br /&gt;
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]].  If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet listing these recipes can be found at the following link.  Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make.  Both Excel and Open Office formats are included: http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip&lt;br /&gt;
--[[User:Chthon|Chthon]] 10:11, 3 November 2007 (EDT)&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19985</id>
		<title>40d Talk:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19985"/>
		<updated>2007-11-18T23:07:15Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does the melt option for items work, If I set things to melt and pick melt and item for the smelter it just seems to ignore it and pick ones I haven't marked. But if it works like dump I have no idea how to set a zone for it. --[[User:Shades|Shades]] 17:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Really? mine only melts the items I checked, at least the last time I checked. (I hope). Perhaps it is a bug. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Multiple Bars ===&lt;br /&gt;
&lt;br /&gt;
Anyone else notice that when you smelt a multiple bar ore you alwas get the copper in the case of galenga? Perhaps the same is true for tetrdite. At the moment it looks like you get only one bar, while you have a chance for to. At least in my experience. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
:Perhaps you might be right.  It does not say if you have a chance to get lead in the case of Galena, or if you have a chance to get copper with Tetrahedrite.  It may be you always get these bars, and have a chance at a second bar.  I will have to check but I didn't look too closely at the time that I did this.--[[User:Chthon|Chthon]] 12:05, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just confirmed it, the silver is the addition. The other ones are always generated. Just like the ores say ingame. --[[User:Soyweiser|Soyweiser]] 15:18, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Word Choice===&lt;br /&gt;
&amp;quot;Note that galena smelted alone often produces lead which is only used in producing lay pewter, a low quality ore&amp;quot;&lt;br /&gt;
Pewter != ore. I would have fixed it, but I'm not sure of the proper wording. [[User:Mephisto|Mephisto]] 09:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Page disconnection===&lt;br /&gt;
Has anyone noticed that this page seems to have been disconnected from the rest of the wiki at this moment?  If someone knows where I can find a link to it, I'd appreciate it.  I only linked where I did because that was where the old wiki had this kind of information. --[[User:Chthon|Chthon]] 12:07, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===20% and 50%===&lt;br /&gt;
does this mean once i smelt 5 (or 2) of these bars i will get 1 of that bar or there is a 50/20% chance of getting that bar as well as the other one&lt;br /&gt;
&lt;br /&gt;
===Added Tutorial===&lt;br /&gt;
I added a tutorial for smelting and I am adding links to here. --[[User:RaSchumann|RaSchumann]] 18:06, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19984</id>
		<title>40d Talk:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Smelting&amp;diff=19984"/>
		<updated>2007-11-18T23:06:52Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does the melt option for items work, If I set things to melt and pick melt and item for the smelter it just seems to ignore it and pick ones I haven't marked. But if it works like dump I have no idea how to set a zone for it. --[[User:Shades|Shades]] 17:37, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Really? mine only melts the items I checked, at least the last time I checked. (I hope). Perhaps it is a bug. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Multiple Bars ===&lt;br /&gt;
&lt;br /&gt;
Anyone else notice that when you smelt a multiple bar ore you alwas get the copper in the case of galenga? Perhaps the same is true for tetrdite. At the moment it looks like you get only one bar, while you have a chance for to. At least in my experience. --[[User:Soyweiser|Soyweiser]] 07:11, 7 November 2007 (EST)&lt;br /&gt;
:Perhaps you might be right.  It does not say if you have a chance to get lead in the case of Galena, or if you have a chance to get copper with Tetrahedrite.  It may be you always get these bars, and have a chance at a second bar.  I will have to check but I didn't look too closely at the time that I did this.--[[User:Chthon|Chthon]] 12:05, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just confirmed it, the silver is the addition. The other ones are always generated. Just like the ores say ingame. --[[User:Soyweiser|Soyweiser]] 15:18, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Word Choice===&lt;br /&gt;
&amp;quot;Note that galena smelted alone often produces lead which is only used in producing lay pewter, a low quality ore&amp;quot;&lt;br /&gt;
Pewter != ore. I would have fixed it, but I'm not sure of the proper wording. [[User:Mephisto|Mephisto]] 09:40, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Page disconnection===&lt;br /&gt;
Has anyone noticed that this page seems to have been disconnected from the rest of the wiki at this moment?  If someone knows where I can find a link to it, I'd appreciate it.  I only linked where I did because that was where the old wiki had this kind of information. --[[User:Chthon|Chthon]] 12:07, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===20% and 50%===&lt;br /&gt;
does this mean once i smelt 5 (or 2) of these bars i will get 1 of that bar or there is a 50/20% chance of getting that bar as well as the other one&lt;br /&gt;
&lt;br /&gt;
===Added Tutorial===&lt;br /&gt;
I added a tutorial for smelting and am adding links to here. --[[User:RaSchumann|RaSchumann]] 18:06, 18 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10979</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10979"/>
		<updated>2007-11-18T23:03:45Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] will bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]&lt;br /&gt;
* Proficient [[Mechanic]]/Proficient [[Building designer]]&lt;br /&gt;
* Proficient [[Fisherdwarf]]/Proficient [[Fish cleaner]]&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[money]]. Rather, valuble goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge.  Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 768☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 132☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an &amp;quot;upwards stairway&amp;quot; on the tile directly beneath the downwards stairs. An &amp;quot;up/down stairway&amp;quot; works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into three logs.&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process. &amp;lt;!-- is fishing very high priority? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
* Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
* Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
* Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10978</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=10978"/>
		<updated>2007-11-18T23:03:15Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. (Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has six modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
* [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys&lt;br /&gt;
* [[Civilization]]s capable of interacting with you. You need to be in contact with dwarves to get immigrants. You'll want to trade with the dwarves and preferably also [[human]]s and [[elves]]. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island.&lt;br /&gt;
* Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to [[groundhog]] [[meat]], whereas another might not.&lt;br /&gt;
* Relative [[elevation]] and [[slope]] steepness. This lets you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
* Running water = permanent source of water. Lakes and ponds have a finite amount of water.&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is probably not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
Move your selection around the local map by using the {{k|h}} {{k|k}} {{k|u}} or {{k|m}} keys.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] will bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you don't buy it then, you can get it later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough money to spend on skilled dwarves.&lt;br /&gt;
&lt;br /&gt;
We suggest taking dwarves with these skills, but you can change these around however you like. Many players would prefer a [[weaponsmith]]/[[armorsmith]] to the fisherdwarf, for example.&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Appraiser]]/Novice [[Judge of intent]]/Novice [[Organizer]]/Novice [[Record keeper]]. This dwarf will be the leader, trader, manager, bookkeeper, as well as a miner sometimes.&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]&lt;br /&gt;
* Proficient [[Mechanic]]/Proficient [[Building designer]]&lt;br /&gt;
* Proficient [[Fisherdwarf]]/Proficient [[Fish cleaner]]&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]&lt;br /&gt;
The total cost of the skills is 475☼, but it is worth the cost: Once you start the game, skills will be much more difficult to get than [[money]]. Rather, valuble goods; there is no ''currency'', just goods worth specific amounts.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Now, you have 1585☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possibly metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge.  Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
* You'll probably want [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
* If you have followed the above exactly, you'll have 768☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 132☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a really ugly name, like Anusbride.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press enter to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a &amp;quot;downwards stairway&amp;quot; on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an &amp;quot;upwards stairway&amp;quot; on the tile directly beneath the downwards stairs. An &amp;quot;up/down stairway&amp;quot; works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making up/down stairs on top of each other. You can continue stairs from both the top and the bottom of up/down stairs, but only from the bottom of downwards stairs, and only from the top of upwards stairs.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and keep the food from rotting. You may wish to create a [[stone stockpile]], but this may cause your dwarves to get bogged down with hauling if you make it too large. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]] by pressing {{k|q}}, moving the cursor over the wagon and pressing {{k|x}}. Your carpenter should then disassemble it into three logs.&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process. &amp;lt;!-- is fishing very high priority? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you possibly can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wagon wood. &lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing enter, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, even if there aren't enough beds.&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon, press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
* Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
* Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
* Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[Smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of beer.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16405</id>
		<title>40d:Smelting</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16405"/>
		<updated>2007-11-18T22:57:30Z</updated>

		<summary type="html">&lt;p&gt;RaSchumann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Building and using a Smelter ==&lt;br /&gt;
Metal bars you produced with a smelter are usable in a wide variety of goods, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.&lt;br /&gt;
&lt;br /&gt;
To build a [[smelter]] you need to have a dwarf with the building designer skill, a Fire-safe material and the appropriate craftsdwarf. You place a smelter building using the keyboard commands '''(b)(e)(s)''', after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
Using a smelter requires a dwarf with the furnace operator skill. You require ore and fuel to make a metal bar, and bituminous coal or lignite to make coke. Just like any other building you give a smelter a task using '''(q)'''.&lt;br /&gt;
==Smelting Ore Results==&lt;br /&gt;
All ores smelted alone have a % chance of turning into a certain kind of bar.  The following table shows those chances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ore]]&lt;br /&gt;
! [[Iron]] &lt;br /&gt;
! [[Gold]] &lt;br /&gt;
! [[Silver]] &lt;br /&gt;
! [[Copper]]&lt;br /&gt;
! [[Nickel]] &lt;br /&gt;
! [[Zinc]] &lt;br /&gt;
! [[Platinum]] &lt;br /&gt;
! [[Tin]] &lt;br /&gt;
! [[Bismuth]] &lt;br /&gt;
! [[Lead]]&lt;br /&gt;
! [[Aluminum]] &lt;br /&gt;
! [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 50%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamantine fibers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Note that [[galena]] smelted alone often produces [[lead]] which is only used in producing [[lay pewter]], a low quality ore.&lt;br /&gt;
&lt;br /&gt;
==Coke Smelting==&lt;br /&gt;
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]].  It is not called [[coke]] when burned, it is called [[charcoal]].&lt;br /&gt;
*[[Bituminous coal]] smelts into 3 [[coke]]&lt;br /&gt;
*[[Lignite]] smelts into 2 [[coke]]&lt;br /&gt;
*[[Wood]] burns into 1 [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
[[Flux]] is that stuff you use to get the impurities out of [[steel]].  There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]].  All function the same way so if you see [[flux]] in a recipe, any will do.&lt;br /&gt;
&lt;br /&gt;
==[[Alloy]]s==&lt;br /&gt;
There are 2 sets of recipes for [[alloy]]s.  The first set use only [[ore]] while the second set use only [[bar]]s.  You cannot mix the two.&lt;br /&gt;
&lt;br /&gt;
==Recipes using Ore==&lt;br /&gt;
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.&lt;br /&gt;
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Bronze]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Brass]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Electrum]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][3]&lt;br /&gt;
| [[Fine pewter]] bars[4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][2]&lt;br /&gt;
| [[Trifle pewter]] bars[3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Billon]] bars[2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes using Bars==&lt;br /&gt;
The following are all the recipes when smelting bars at the smelter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Ingredient 3&lt;br /&gt;
! Ingredient 4&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Bronze]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Brass]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bar&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
| [[Steel]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Electrum]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [3]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Fine Pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Trifle pewter]] bars [3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
| [[Lead]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Lay pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bar&lt;br /&gt;
| [[Nickel]] bars [2]&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Nickel silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Billon]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Sterling silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
| [[Black bronze]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Rose gold]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| [[Bismuth]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Bismuth bronze]] bars [4]&lt;br /&gt;
|}&lt;br /&gt;
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]].  If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet listing these recipes can be found at the following link.  Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make.  Both Excel and Open Office formats are included: http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip&lt;br /&gt;
--[[User:Chthon|Chthon]] 10:11, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>RaSchumann</name></author>
	</entry>
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