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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-05T12:39:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Seikatsukan&amp;diff=173727</id>
		<title>User talk:Seikatsukan</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Seikatsukan&amp;diff=173727"/>
		<updated>2012-06-25T01:10:41Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* &amp;quot;Broken&amp;quot; stockpiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Broken&amp;quot; stockpiles==&lt;br /&gt;
Regarding [http://dwarffortresswiki.org/index.php?title=DF2012%3AStockpile&amp;amp;action=historysubmit&amp;amp;diff=173649&amp;amp;oldid=173468 this edit], are you sure it isn't something that you're doing?  For example, if you are changing the stockpile's options and turn off &amp;quot;Additional Options&amp;quot; or all of the values inside &amp;quot;Additional Options&amp;quot;, then the stockpile will stop receiving items.  If you have examples of &amp;quot;broken&amp;quot; stockpiles, and you can't figure out which option &amp;quot;broke&amp;quot; it, you should upload it to the [http://dffd.wimbli.com/index.php Dwarf Fortress File Depot] and either have the forums look to see if they can figure out what's wrong or submit a bug report at the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] (assuming you can't find a similar bug report there already), especially if you know steps to reproduce the problem.  I've undone your edit, but if you end up sending in a bug report please feel free to put it back with a link to the bug report.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:29, 25 June 2012 (UTC)&lt;br /&gt;
*Never touched the &amp;quot;Additional options&amp;quot;, since I've seen those cause trouble for a lot of people in the forums. I'll try and reproduce the bug, and you're right, there were some more steps I should have taken in this case. As my only defense I'll state that I did that edit very late at night while ''juggling'' several small edits to baron/count/duke pages, a rather big read-through of the farming page, the questions forum, and my own megaproject, where my dwarves decided to be stupid and stopped gathering plump helmets due to said stockpile problems. It was the right decision to revert that edit, thanks. --[[User:Seikatsukan|Seikatsukan]] 01:10, 25 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=173710</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=173710"/>
		<updated>2012-06-24T22:43:21Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Farm plots in action */ Further testing: I was WRONG. Re-instated the crop destruction on change of seasons issue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Non-soil, mud-free stone will not allow the building of a farm plot on top. It requires [[seeds]] and a worker with the &amp;quot;Farming (Fields)&amp;quot; [[labor]] enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops. The most reliable indicator that building a farm plot will only be wasted effort is the yellow warning message, &amp;quot;No mud/soil for farm, Mud is left by water&amp;quot; {{version|0.34.07}}. Even though this message seems to indicate that a tile of the plot is lacking the mud or soil covering needed for planting, tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either &amp;quot;Blocked&amp;quot; or &amp;quot;Needs soil or mud&amp;quot;). The warning message actually indicates that the plot will not be planted if it is built, instead displaying the &amp;quot;No seeds available for this location&amp;quot; message for all seasons, regardless of which seeds the fortress owns. It's believed the wording of this message is a holdover from earlier versions, in which subterranean soil floors had to be covered with mud before they could be used to grow subterranean crops, but the player was allowed to build the farm on subterranean soil before irrigating it.&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock, you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields.  Check the [[crop]]s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be [[brew]]ed.  This will create [[alcohol]] and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilization, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer .&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the [[plump helmet]], you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone. Note that mud is '''not''' required to plant underground farms, only soil. Mud is only needed if the floor is not soil.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible on tiles that are part of [[Mountain]] [[biome]]s (or any other &amp;quot;freezing&amp;quot; biome such as [[Glacier]] or [[Tundra]]), regardless of how much mud or soil is present.&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, which is [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any stone and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing around some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season; if, when the seasons change, the previous crop can not grow anymore, all immature plants will be destroyed yielding neither seed nor plant. Therefore, it's recommended not to grow crops on the last season they're able to (for example, pig tails in autumn), to prevent losing seeds.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=173651</id>
		<title>v0.34:Farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Farming&amp;diff=173651"/>
		<updated>2012-06-24T10:54:23Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Removed false statements and outdated information, added several clarifications.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cloth]] manufacturing. While small forts can easily be sustained by plant gathering, [[hunting]] and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}). Building uses no resources, and can only be done on soil or muddied rock. Non-soil, mud-free stone will not allow the building of a farm plot on top. It requires [[seeds]] and a worker with the &amp;quot;Farming (Fields)&amp;quot; [[labor]] enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted. Farm plots built [[above ground]] are not suitable for the crops grown on [[subterranean]] farm plots and vice versa. Note that the attributes {{DFtext|Inside|6:0:0}}, {{DFtext|Outside|3:0:1}} are of no relevance. You can grow surface plants indoors by channelling out the roof above the desired plot and then constructing a floor ({{k|b}}-{{k|C}}-{{k|f}}) over the open space. Doing this changes the tile from {{DFtext|Dark|0:0:1}} to {{DFtext|Light|6:0:1}}, despite there being a roof (you do '''not''' need to make the roof out of [[glass]] for this to work).&lt;br /&gt;
&lt;br /&gt;
Note that although you can construct a farm plot anywhere there is either a soil floor or a mud covering, this does not always mean seeds can be planted there. Certain biomes will not allow planting certain seeds, and some biomes will prevent the planting of '''all''' above-ground crops. The most reliable indicator that building a farm plot will only be wasted effort is the yellow warning message, &amp;quot;No mud/soil for farm, Mud is left by water&amp;quot; {{version|0.34.07}}. Even though this message seems to indicate that a tile of the plot is lacking the mud or soil covering needed for planting, tiles that actually lack mud or soil are excluded from the construction entirely with a red warning message (either &amp;quot;Blocked&amp;quot; or &amp;quot;Needs soil or mud&amp;quot;). The warning message actually indicates that the plot will not be planted if it is built, instead displaying the &amp;quot;No seeds available for this location&amp;quot; message for all seasons, regardless of which seeds the fortress owns. It's believed the wording of this message is a holdover from earlier versions, in which subterranean soil floors had to be covered with mud before they could be used to grow subterranean crops, but the player was allowed to build the farm on subterranean soil before irrigating it.&lt;br /&gt;
&lt;br /&gt;
See the article on [[crop]]s for details on the conditions needed to grow the available plants. &lt;br /&gt;
&lt;br /&gt;
== Introduction to Farming ==&lt;br /&gt;
&lt;br /&gt;
After building a farm plot building ({{k|b}}-{{k|p}}, resize with {{k|u}}{{k|m}}{{k|k}}{{k|h}}) on [[soil]] or [[irrigation|muddy]] rock, you must select which crops to plant there.  &lt;br /&gt;
&lt;br /&gt;
Press {{k|q}} and move the cursor over the farm, you will see a list of crops you can select to grow in the current season.  You can change which season is displayed by pressing {{k|a}},{{k|b}},{{k|c}}, or {{k|d}}.  Move the blue selector up and down with {{k|-}} and {{k|+}}, and press {{k|Enter}} to choose a crop to plant during that season (highlighted in white).&lt;br /&gt;
&lt;br /&gt;
You must have the appropriate [[seed]]s to plant a crop there.  To easily see how many of each seeds you have you can go to the Kitchen menu ({{k|z}} {{k|right}} {{k|Enter}}).  [[Plump helmet]]s are a good beginning crop for a first cave farm, and [[wild strawberries]] are a good choice for outdoor fields.  Check the [[crop]]s page for details on different seeds.  Only some plants are edible so make sure the seeds you're using will produce food.  It's often a good idea to pick a seed which produces a plant which can be [[brew]]ed.  This will create [[alcohol]] and also give you a seed to plant again next season.&lt;br /&gt;
&lt;br /&gt;
Instructing a plot to remain fallow {{k|z}} during a particular season will instruct dwarves not to plant in that plot during that season. Note that, unlike in real life, crop rotation is not necessary; soil productivity is only affected by fertilization, and the same crop may be grown indefinitely without a decrease in performance, even without fertilizer .&lt;br /&gt;
&lt;br /&gt;
=== Fertilization ===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
! Farm Size !! Potash !! Per Square&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || 1.000&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 1 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 2 || 0.500&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 2 || 0.400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2 || 0.333&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 2 || 0.286&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 3 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 3 || 0.272&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4 || 0.266&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 5 || 0.263&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 6 || 0.260&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 7 || 0.259&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Fertilizing a farm plot increases the yield (the number of plants that grow in each planted tile).  The exact improvement is not known.  To fertilize a farm plot, one needs [[potash]], which is produced by processing [[ash]].  The plot must be re-fertilized each season, requiring ''floor(plot_size / 4) + 1'' potash.  The table on the right illustrates the efficiency of potash as a function of plot size.  Generally, larger farms use less, approaching a limit of 1/4 bar per square.  The worst sizes are multiples of 4; if one plans to fertilize, it's most efficient to have plots of size ''4n - 1''.&lt;br /&gt;
&lt;br /&gt;
Fertilizer may be applied to a plot by pressing {{k|f}} while viewing the plot.  Only dwarves with the Farming (Fields) labor will apply fertilizer; this grants 30 XP of farming experience for each unit of potash used.  Pressing {{k|s}} toggles seasonal fertilization.  This does nothing until the next [[season]], at which time the plot will be automatically fertilized.  Note that if you do not have a potash stockpile near your farm plots, your legendary farmers may spend all of their time hauling single bars of potash from all the way on the other side of your fortress, rather than growing food.&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Farming ===&lt;br /&gt;
&lt;br /&gt;
To grow the six &amp;quot;dwarven&amp;quot; plants, including the [[plump helmet]], you will need an underground farm plot.  The seeds and spawn available to your dwarves at embark will only grow underground. Underground farm plots must be placed on soil or [[mud]]dy stone. Note that mud is '''not''' required to plant underground farms, only soil. Mud is only needed if the floor is not soil.&lt;br /&gt;
&lt;br /&gt;
Muddying a stone floor requires temporarily covering it with water: common methods include a [[Flood|bucket brigade]] or '''controlled''' flooding (see: [[Irrigation]]) by temporarily diverting a river or pool, using a floodgate or door to stop the flow. You may also find a muddied area in a [[cavern]], but note that each tile underneath the farm plot must be muddied. Most caverns have entire open areas which will be permanently covered in mud, but if you dig into the walls of a cavern or chisel away a pillar, the freshly cut floor area will not be muddied until you get it wet.  Underground caverns are dirty, and frequently contain [[Mud|piles of mud]] that are perfect for quickly setting up farms. However, given the wide variety of creatures found in caverns, you may want to take precautions.  Consider keeping a [[squad]] close at hand to guard the farm, or walling off a muddied area for your dwarves' exclusive use.&lt;br /&gt;
&lt;br /&gt;
Underground farming is not restricted to soil layers and caverns: underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm plots once there is a layer of mud covering it.  See [[irrigation]] for tips on getting the right amount of water to the farm plots.&lt;br /&gt;
&lt;br /&gt;
=== Above Ground Farming ===&lt;br /&gt;
*Above ground crops farming is impossible in embark sites that include [[Mountain]] biomes, even if the farm is built on mud over a soil layer, in an area of the map where trees and shrubs are currently growing wild (and thus are not technically mountain biome tiles).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the simplifying distinction that above ground plots typically do not require preparatory work. However, there are some complications.&lt;br /&gt;
&lt;br /&gt;
The first complication is that seeds cannot be chosen at embark, as dwarven civilizations do not have access to those sort of plants.  They can be bought from [[Elves|elven]] and [[human]] caravans; above-ground plants can be gathered using the [[Plant gathering]] designation, and then [[brewer|brewed]], [[miller|milled]], [[thresher|threshed]] or [[food|eaten]] directly (depending on the plant) to produce seeds.&lt;br /&gt;
&lt;br /&gt;
The second complication is that the farming must be done on [[soil]] or muddied rock, being [[above ground]].  Typically, it is done on the surface, which is dangerous (due to aggressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;.  So, if you have multiple Z-layers of soil, you can channel some above-ground land, remove the resulting ramps, then construct a floor above, where the surface once was.  The (now inside and protected) lower soil will still be suitable for farming outdoor plants like [[wild strawberry|wild strawberries]], [[longland grass]], [[rope reed]], and anything else you may find. If your soil is not thick enough, you may still get a secure above ground farm by doing the same with any rock and muddying it. Alternatively, you may build a greenhouse by [[wall]]ing some soil.&lt;br /&gt;
&lt;br /&gt;
Some crops require a particular temperature range to grow; so although it may be possible to plant them in any season, to obtain optimal usage of farm plots it may be necessary to coordinate planting with seasonal temperature variations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Farm plots in action ==&lt;br /&gt;
&lt;br /&gt;
Once a farm plot has been built and crops have been selected for the current season, dwarves with the [[growing]] labor enabled will begin planting the selected seed. The higher a Dwarf's grower skill in planting, the more plants will be harvested from each seed planted. The farming labor is fairly low in priority, so if you want a full time farmer, it is best to disable all other labors.&lt;br /&gt;
&lt;br /&gt;
Plants take time to grow, depending on their type. Once a plant is fully grown, a dwarf will harvest it. By default, any dwarf will do this. Harvesting plants is not affected by any skill, although it provides a small amount of grower experience. So it's a good idea to set only your planters to harvest, not anyone. To do that, set option &amp;quot;Only Farmers Harvest&amp;quot; {{k|o}}{{k|h}}. This is useful only to train your planter faster; once they're skilled enough, everyone can be allowed to harvest again so the haulers can take care of half the farming work.&lt;br /&gt;
&lt;br /&gt;
Plants that remain in the field for too long will wither. These plants will eventually [[rot]] away. There's no use for withered plants. Farmers plant up to the last day of the growing season, so after the change of seasons there will still be some plants that have not yet matured; these will not be rooted out, though, but will be picked up when mature. This can result in confusion during the first days of a season when plants different from those expected start to pop up, such as [[pig tail]]s in winter.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of growers and their experience and the rate at which the plant grows, not all squares of large plots may be used.&lt;br /&gt;
&lt;br /&gt;
Any farm plot that has both Above Ground and Subterranean tile attributes within the plot will only be partially planted, if at all. Verify using {{k|k}} over each square of the plot and remake as needed to follow the proper attributes.&lt;br /&gt;
&lt;br /&gt;
== Management ==&lt;br /&gt;
&lt;br /&gt;
Create a custom [[stockpile]] near your [[farm]] which will only accept [[seed]]s. This will consolidate your seeds into one place, instead of having them littered all through the [[dining room]]. As a single barrel can hold up to 10 seed [[bag]]s (each of which can hold 100 seeds of a specific type), and there is a maximum of 200 seeds of each type in the whole fortress, this stockpile can be only three or four tiles. Alternately, you can make a more traditional sized custom stockpile, which only accepts seeds and bars of [[potash]] for fertilizing. It may also be a good idea to set aside a few seeds from each type of crop and [[forbid]] them, as a seed bank in case of [[fun|catastrophe]].&lt;br /&gt;
&lt;br /&gt;
You can also create a custom stockpile that will only accept [[plant]]s, to avoid having it all mixed up with your [[meat]] and [[drink]]s. It would be a good idea to have this stockpile near your [[still]], [[farmer's workshop]], [[kitchen]], etc. If you suffer from plump helmet overflow, create a plump-helmet-only stockpile, forbid plump helmets from all other food stockpiles, and let the crops in the field die if they can't be picked. It is worth noting that withering crops in the field do not produce miasma.&lt;br /&gt;
&lt;br /&gt;
Use the [[stocks]] menu, and go to the Kitchen tab. From here you can see how many of each kind of food you have. If you're running out of a certain kind of seed, toggle the corresponding plant &amp;quot;Cook&amp;quot; setting to red. [[Cooking]] plants doesn't leave a seed. If you have too many of a certain kind of seed, toggle the seed &amp;quot;Cook&amp;quot; setting to blue. Just make sure you check on the stocks and toggle it back before you run out, or use the seed bank idea above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile attributes]]&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Wealth&amp;diff=173650</id>
		<title>v0.34:Wealth</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Wealth&amp;diff=173650"/>
		<updated>2012-06-24T10:47:56Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Imports and exports */ Clarified: any caravan.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork|03:04, 12 May 2012 (UTC)}}&lt;br /&gt;
Your '''created wealth''' is the sum product of all the labors of your fortress. It is visible on the {{k|z}} [[status|status screen]] once you have a [[broker]] with the [[appraisal]] [[skill]] and a [[bookkeeper]] maintaining your records, and will update with the continual maintenance of your [[stocks]] by the bookkeeper.&lt;br /&gt;
&lt;br /&gt;
Wealth is the sum of everything of [[value]] in your fortress: basically, everything except corpses and remains, which have absolutely no worth whatsoever. This includes [[stone]]s, [[building]]s, engravings, and any and every kind of created good, all of which contribute to your total wealth to various degrees. [[Artifact]]s are usually one of the largest influences on fortress wealth. Artifacts made of precious resources and heavily [[decorate]]d can easily be worth thrice the value of the rest of your fortress in the early years.&lt;br /&gt;
&lt;br /&gt;
The display of your wealth on the main status screen is broken up into several categories: [[weapon]]s, [[armor]] and [[Clothing|garb]], [[furniture]], other objects (like [[finished goods]]), [[architecture]] ([[building]]s and such), displayed, and held/worn (items created internally that have been claimed by dwarves, like clothing).&lt;br /&gt;
&lt;br /&gt;
== Imports and exports ==&lt;br /&gt;
Items made off-site are not counted in your total fortress wealth, and are instead listed as imports. This only applies so long as the object is unchanged; a decorated imported object will be made your own, and its value will be moved from imports to wealth. This is important when trading with caravans, as they will not accept goods stolen or lost by a previous caravan of that civilization. It is listed under &amp;quot;Imported Wealth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Similarly, items made in the fortress that leave the map on a [[caravan]], be it dwarven, elven, human or goblin, are counted as exports, listed under &amp;quot;Exported Wealth.&amp;quot; 5k in ''offerings'' (not trades) to dwarven caravans is one of the prerequisites for the [[monarch]] to arrive.&lt;br /&gt;
&lt;br /&gt;
== Influences ==&lt;br /&gt;
Wealth influences various game features, some of them good, some of them bad.&lt;br /&gt;
&lt;br /&gt;
On the plus side, it increases the amount of [[migrant]]s you get per wave. Assuming that you are equipped to handle the new dwarves, this is usually a good thing, except when you are producing so much wealth that your migrant arrivals outstrip your ability to house and feed them or give them useful things to do. Drowning in migrants is a very real danger; make sure you are always equipped with surplus beds and food.&lt;br /&gt;
&lt;br /&gt;
A certain level of exports and overall wealth is required to go up the [[noble]] ladder: a [[baron]] requires 100k of wealth, a [[count]] 200k, and a [[duke]] 300k, while the [[monarch]] has some fairly complicated requirements based on a few different categories.&lt;br /&gt;
&lt;br /&gt;
On the negative side, more wealth attracts more attacks. At first, this will be an above-average amount of [[thief|thieves]], but as the game progresses and your wealth continues to grow, this will develop into [[ambush]]es, [[siege]]s, and visits from [[megabeast]]s, all of which are attracted to increasing amounts of wealth. This keeps the game from being boring, but too much [[fun]] is also a bad thing; if you have a hard time dealing with the numerous waves of immigrants, you're probably not equipped to deal with a full-on siege.&lt;br /&gt;
&lt;br /&gt;
== Building and limiting wealth==&lt;br /&gt;
Building wealth is simple - just commit more people to useful industries and continue growing. You will want to establish a major [[industry]] and commit a dwarf to it (producing [[finished goods]] is the easiest way), allowing you to spend grand sums on caravans and get everything you absolutely need quickly and painlessly. If you intend to go this route, be sure to create tons of extra [[bin]]s to ease the transfer of items to the trade depot and prevent stockpiles from becoming too full.&lt;br /&gt;
&lt;br /&gt;
On the opposite side, there are the fortresses that would much rather establish a baseline of sorts before embarking on an expansionist binge - getting a full defensive grid up, for instance, or penetrating the [[aquifer]] without having to waste precious reserves on more dwarves and more enemies. These players concentrate on low-value activities like carpentry, masonry, and mining, and only produce enough trade goods to get what is necessary from the caravans. Although they are slower to grow, they also afford their players more time to plan and to lay the groundwork for the future of the fortress. Note that, no matter what, you will have to deal with some growth - besides the natural expansion of your fortress, there's also the issue of [[artifact]]s. Do what you will, but every once in a while a dwarf will claim a workshop and produce a valuable trinket, and all you can hope for is that it's not worth too much.&lt;br /&gt;
&lt;br /&gt;
Most players choose to walk the middle line, getting together the necessary industries but concentrating on the [[metal industry]] early on to get together their arms and armor. Although [[steel]] is worth its weight in [[gold]], it is much more useful in deflecting goblin arrows from your fortress' defenders than it would be as a statue looking pretty in your lobby.&lt;br /&gt;
&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=173649</id>
		<title>v0.34:Stockpile</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=173649"/>
		<updated>2012-06-24T09:57:18Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Buggy tag. Also new bug + workaround, I've had this happen to me too much.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter|cluttered]] and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile.&lt;br /&gt;
&lt;br /&gt;
This can also be used to specify that a workshop or forge will only get its materials from a certain stockpile. This provides a way to make sure everything that workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material.&lt;br /&gt;
&lt;br /&gt;
This option should be used '''very''' carefully, as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then your dwarves will be unable to smelt your ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the amount of wheelbarrows that are allowed to access the stockpile. It can be set to 0, 1, 2, or 3. If set to 0, the stockpile will generate jobs for each item that needs to be placed in it all at once. If it is set to non-0, then it will only generate up to the number of wheelbarrows of jobs.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Other stockpiles will only accept goods from its assigned [[workshop]]s and other stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use [[bin|bins]] to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin|bins]].&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin|Bins]] can be used to consolidate up to 5 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin|Bins]] can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone|bones]] will not be removed at the end of the season. Rotting [[pet|pets]] or [[friend|friends]] gives dwarves unhappy [[thought|thoughts]] unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items.&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is suggested that player makes separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel|barrels]]. Seeds can be stored in [[bag|bags]], whereas other food items can be stored in [[barrel|barrels]] (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal|prepared meals]] in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin|bins]] to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin|bins]] to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and whilst it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. [[Bin|Bins]] can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye|dyes]]. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad [[thought]] for the creator. Keep valuable artifacts safe from [[thief|thieves]] in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, you may use customized stone stockpiles to provide some of that control by ordering that stockpile to supply to the workshop, this means the workshop will only take from that stockpile. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}&lt;br /&gt;
* Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
* Sometimes, changing a stockpile's options will break them, leaving them always off. This can only be fixed by removing the stockpile and re-assigning it.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Duke&amp;diff=173647</id>
		<title>v0.34:Duke</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Duke&amp;diff=173647"/>
		<updated>2012-06-24T09:15:38Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Added: upgrade is automatic, can't be rejected.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Duke&lt;br /&gt;
| quarters=Grand Bedroom&lt;br /&gt;
| dining=Grand Dining Room&lt;br /&gt;
| office=Opulent Throne Room&lt;br /&gt;
| tomb=Grand Mausoleum&lt;br /&gt;
| stands=3&lt;br /&gt;
| racks=3&lt;br /&gt;
| chests=5&lt;br /&gt;
| cabinets=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 300k created wealth&lt;br /&gt;
* 30k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to Duchy capital&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Duke''' (or Duchess) is the next step up from a [[Count]].  Your county becomes a duchy after reaching certain criteria and meeting with the [[liaison]]; once the liaison leaves the map, your [[Count]] will be promoted. In other words, your lands must be a county before it can be a duchy. As with the upgrade to a County, this is automatic and cannot be rejected.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=173646</id>
		<title>v0.34:Count</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=173646"/>
		<updated>2012-06-24T09:14:25Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Clarified: automatic, not an offering.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Count&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 200k created wealth&lt;br /&gt;
* 20k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The position of '''Count''' is the next step up from [[Baron]]; once you have achieved certain conditions the [[outpost liaison]] will inform you that your land will be elevated to the status of county, and once the liaison leaves, your baron will be upgraded. In other words, your lands must be a barony before it can be a county. Unlike with the Barony offering, the upgrade to Duchy is automatic and cannot be declined.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=173645</id>
		<title>v0.34:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=173645"/>
		<updated>2012-06-24T09:14:13Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Reorganized, added more info on consequences of declining the offer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:33, 27 Mar 2012 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the [[liaison]] will approach you about becoming a barony. You will then have the option to promote a [[dwarf]] of your choice to the rank of '''baron''', which will occur when the liaison leaves the map. This offer can be rejected, for example to avoid having more annoying nobles, but this results in the player being unable to request imports from their parent civilization. Dwarven caravans will still arrive, but the player loses the option to influence their contents.&lt;br /&gt;
&lt;br /&gt;
Since the baron is promoted from within, rather than immigrating, s/he will not automatically be accompanied by a baron(ess) consort.  However, if you chose to promote a [[marriage|married]] dwarf, then the spouse will become the consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a [[noble]] in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the [[economy]] as it did in older versions.&lt;br /&gt;
&lt;br /&gt;
The selected baron(ess) may still perform useful labour from his/her normal life (as a miner, for example). However, as the baron is supposed to be a [[Noble#Notes|lazy noble]], this seems to be an unintended, broken behaviour in all 0.34.xx versions (so far) and might be be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
If your baron dies or goes insane, you will not be able to appoint another baron and consequently get other nobles which are upgraded from baron, including [[count]] and [[duke]].&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Have a caravan leave when your population is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=173644</id>
		<title>v0.34:Baron</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=173644"/>
		<updated>2012-06-24T08:51:39Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Clarified on liaison's offer being deniable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:33, 27 Mar 2012 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
When your fortress meets the requirements the [[liaison]] will approach you about becoming a barony (you can reject this offer, for example to avoid having more annoying nobles). You will then have the option to promote a [[dwarf]] of your choice to the rank of '''baron''', which will occur when the liaison leaves the map.&lt;br /&gt;
&lt;br /&gt;
Since the baron is promoted from within, rather than immigrating, s/he will not automatically be accompanied by a baron(ess) consort.  However, if you chose to promote a [[marriage|married]] dwarf, then the spouse will become the consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a [[noble]] in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the [[economy]] as it did in older versions.&lt;br /&gt;
&lt;br /&gt;
The selected baron(ess) may still perform useful labour from his/her normal life (as a miner, for example). However, as the baron is supposed to be a [[Noble#Notes|lazy noble]], this seems to be an unintended, broken behaviour in all 0.34.xx versions (so far) and might be be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
If your baron dies or goes insane, you will not be able to appoint another baron and consequently get other nobles which are upgraded from baron, including [[count]] and [[duke]].&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Have a caravan leave when your population is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Flood&amp;diff=173643</id>
		<title>v0.34:Flood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Flood&amp;diff=173643"/>
		<updated>2012-06-24T06:03:25Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Cleaning Up a Flood */ Oodles of broken links and undersores.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:27, 11 March 2011 (UTC)}}{{av}}&lt;br /&gt;
Flooding refers to filling a chamber with a liquid, traditionally [[water]], for a variety of reasons. This is achieved through numerous methods, with varying degrees of [[fun]]. For more information as to why on &amp;lt;insert world name here&amp;gt; any dwarf would want to do this, see [[irrigation]], [[trap design]], and [[unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
=Flooding with Water=&lt;br /&gt;
==Floodgate and River/Brook==&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|&amp;gt;|1:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|&amp;gt;|1:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|&amp;gt;|1:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|&amp;gt;|1:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|&amp;gt;|1:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|&amp;gt;|1:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT|╠|7:0:1}}&lt;br /&gt;
|{{RT|X|7:7:1}}&lt;br /&gt;
|{{RT|╣|7:0:1}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|+|7:0:1}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|+|7:0:1}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|+|7:0:1}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The simplest way to achieve controlled flooding is tunneling right up to a riverbed and placing a floodgate to stop the flow when the water is initially released. Then, pull the lever to let the water enter the chamber under your careful eye. In order to do this safely, it is recommended that you channel into the riverbed from above instead of puncturing it from the tunnel, and then pull the lever that activates the floodgate. Having a [[pressure plate]] somewhere in the room assures a controlled shutoff.&lt;br /&gt;
&lt;br /&gt;
==Screw Pump and Reservoir/Aquifer==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|≈|1:0:0}}&lt;br /&gt;
|{{RT|O|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|%|2:0:1}}&lt;br /&gt;
|{{RT|+|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|%|2:0:0}}&lt;br /&gt;
|{{RT|O|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|+|7:0:1}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the water in question is one Z-level below the desired level (for more than one level, see [[Screw pump#Pump stack|pump stack]]), particularly in the case of an aquifer, it can be very easy just to set up a dwarf-powered [[screw pump]] near a channel to flood rooms when necessary.&lt;br /&gt;
 &lt;br /&gt;
== Pressure Flooding ==&lt;br /&gt;
&lt;br /&gt;
Pressure flooding refers to using [[pressure]] mechanics to push water from a source, through a channel, and up into an area. Unless the destination room is above the source's pressure output level (usually the level of the source; see [[Pressure#Water_in_a_U-Bend|these examples]] for more information), no pumps are necessary. Other than moving the water through a U-bend instead of a straight channel, it functions almost identically to the river/floodgate method.&lt;br /&gt;
&lt;br /&gt;
= Flooding with Magma =&lt;br /&gt;
Be warned: Magma is inherently more [[fun]] than water. Screw pumps and floodgates must be made of [[magma-safe]] materials, and a failure to account for [[pressure]] can result in [[fun|hilarious antics]].&lt;br /&gt;
&lt;br /&gt;
= Cleaning Up a Flood =&lt;br /&gt;
If you accidentally circumvented your floodgates (e.g. mining around it), read this section for how to clean up.&lt;br /&gt;
&lt;br /&gt;
Assuming that you have some surviving miners, the easiest way to clean up a flood is to create a drain into a cavern layer below. This is accomplished by digging an up/down stairway parallel to the flooded areas that terminates somewhere in a cavern, then joining the flooded chambers at their lowest point.&lt;br /&gt;
&lt;br /&gt;
If this solution is undesirable, consider draining the liquid into a hastily-constructed [[Screw pump|pump stack]], [[Dwarven atom smasher|atom smasher]], or simply any large space in which the liquid can spread out and evaporate.&lt;br /&gt;
&lt;br /&gt;
As long as their average level is below 2/7, both water and magma will slowly &amp;quot;evaporate&amp;quot; into thin air (yes, water ''and magma''), so once your passages or rooms have been sufficiently drained, the problem should sort itself out eventually. To speed up this process, get the liquid into a larger area so that it can spread out more. If necessary, a screw pump or a bucket brigade can help get the water level low enough.&lt;br /&gt;
&lt;br /&gt;
If your flood consisted of water, then any surface that it touched will now be covered in [[mud]]. This could be a benefit if you were attempting [[Irrigation]], an inconvenience if you don't want random plants growing in your muddy hallways, or possibly even a [[Tantrum spiral|dire risk]] if the mud has covered one or more [[quality|masterwork]] [[engravings]]{{verify}}.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Announcement&amp;diff=173554</id>
		<title>v0.34:Announcement</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Announcement&amp;diff=173554"/>
		<updated>2012-06-21T04:03:37Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Major announcements */ Y'know... that can happen too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|07:53, 3 July 2011 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
An '''announcement''' is a message displayed at the bottom of the game screen used to indicate something important. Major announcements will pause gameplay and center the camera on the event in question, and game-changing ones will both do that and provide a framed message box presenting the event in question. The announcements list ({{k|a}}) lists all game announcements in dated order; some (but not all) can be {{k|z}}oomed to. Not to be confused with [[reports]], which detail combat results.&lt;br /&gt;
&lt;br /&gt;
== Minor announcements ==&lt;br /&gt;
These are the simplest and most common announcements, and will flicker through the announcements window very quickly:&lt;br /&gt;
&lt;br /&gt;
* Job cancellation with a stated reason (building site submerged, item blocking site, dangerous terrain, needs rough picture jaspers, etc.), followed by a [[suspend|suspension]] notice if the job is [[furniture]] placement or building a [[construction]].  The [[standing orders]] menu ({{key|o}}) allows you to filter job cancellation spam, between none, some, most, and all (default is some).&lt;br /&gt;
&lt;br /&gt;
* ''Normal'' changes in [[weather]]: &amp;quot;It has started raining,&amp;quot; &amp;quot;The weather has cleared,&amp;quot; or &amp;quot;A snow storm has arrived.&amp;quot;&lt;br /&gt;
* Changes in [[season]]. Sometimes a &amp;quot;wet/dry&amp;quot; message will be displayed in addition to a &amp;quot;spring/fall/etc.&amp;quot; message, depending on the biome.&lt;br /&gt;
* [[Creatures]] and [[dwarves]] (and apparently [[ghost]]s as well) [[age|growing up]] and progressing from baby to child to adult. Animals jump straight from babies to adults.&lt;br /&gt;
* The creation of [[quality|masterpieces]]. Can get quite annoying in mature fortresses, when the announcements will stack up the products of legendary dwarves.&lt;br /&gt;
* Striking new types of [[stone]]s, [[gem]]s, or [[ore]]s when [[mining]], but only if the camera is not over the miners at the time (you don't want to dig through a [[vein]] of [[gold]] and fail to notice, do you?)&lt;br /&gt;
* Changes in [[profession]], for both civilian and [[military]] dwarves. The start of every month is usually marked by rotations within your militia and thus a bevy of messages of this type.&lt;br /&gt;
* When an animal is [[butcher's shop|slaughtered]] or a tame animal or dwarf struck down within view of other dwarves.&lt;br /&gt;
* Animals giving birth.&lt;br /&gt;
* Dwarves getting spooked by hostile creatures and cancelling their jobs. Interruptions by [[crow]]s are bothersome, interruptions by goblin crossbowmen extremely dangerous (and seldom survivable).&lt;br /&gt;
* The promotion of your humble abode to a [[baron]]y/[[count]]y/[[duke]]dom.&lt;br /&gt;
* The raising of a [[ghost]].&lt;br /&gt;
* Putting a dwarf (and and associated ghosts) to rest with a memorial [[slab]] or a [[coffin]].&lt;br /&gt;
* The announcement of the missing (after one week) or dead (after a dwarf sees their corpse) status of a dwarf or tame creature.&lt;br /&gt;
* Dwarves growing [[weapon#attachment|attached]] to their weapons or armor.&lt;br /&gt;
&lt;br /&gt;
==Major announcements==&lt;br /&gt;
These announcements are more important than minor announcements, and in addition to playing their message will pause the screen and zoom to the place of the event.&lt;br /&gt;
&lt;br /&gt;
* A [[animal training|tame]] creature going semi-wild (feral), the last stage before becoming wild again. Time to train your [[dragon]] again.&lt;br /&gt;
* The arrival of a [[caravan]]. Best to get ready for [[thief|thieves]] and [[ambush]]es as well.&lt;br /&gt;
* The arrival of the [[outpost liaison]], although this almost always (always?) happens at the same time as the arrival of the dwarven caravan.&lt;br /&gt;
* Uncovering of a [[thief]]. Quick, kill it!&lt;br /&gt;
* Uncovering an [[ambush]]. Very nasty if the dwarf in question is just a poor old [[wood cutter]] out doing his job.&lt;br /&gt;
* The arrival of a [[siege]]: squads enter from any point on the map, but it will chose and zoom to one in particular.&lt;br /&gt;
* A dwarf entering a [[strange mood]], and with it, claiming a workshop, setting to work, and completing a [[legendary artifact]] (or achieving [[insanity]] in the process).&lt;br /&gt;
* The birth of a dwarven baby, closely followed by &amp;quot;Urist McMom cancels Everything: seeking Infant.&amp;quot;&lt;br /&gt;
* The arrival of the [[king]] or queen.&lt;br /&gt;
* The arrival of a [[semi-megabeast]].&lt;br /&gt;
&lt;br /&gt;
==Game-changing announcements==&lt;br /&gt;
These announcements pause the game, zoom to the location, ''and'' present a message box detailing the occurance, in addition to repeating the message contained therein in the main feed after you close the box, for good measure. The most important announcements are of this type.&lt;br /&gt;
&lt;br /&gt;
[[File:Eerie cavern.png|thumb|center|500px|An example of a game-changing announcement]]&lt;br /&gt;
* The arrival of a big bad: be it a [[titan]], [[megabeast]], transformed [[night creatures|werebeast]], or [[forgotten beast]]. The announcement will give their [[profile|description]].&lt;br /&gt;
* Breaking through to the [[caverns]].&lt;br /&gt;
* Discovering a deep pit, magma pool, or passage within a cavern.&lt;br /&gt;
* Breaking through to the [[magma sea]].&lt;br /&gt;
* Discovering a pillar of [[adamantine]]: praise your miners!&lt;br /&gt;
* Discovering [[demonic fortress|clownland]].&lt;br /&gt;
* Discovering the [[HFS|circus]], and another message a frame later when the [[demon|clowns]] come up to meet you.&lt;br /&gt;
&lt;br /&gt;
== Controlling which announcements pause and recenter ==&lt;br /&gt;
&lt;br /&gt;
You can control which types of announcements do and don't pause and/or recenter the game by editing the '''announcements.txt''' file, found at Dwarf Fortress/data/init/announcements.txt.  An announcement type containing '''P''' will pause when that announcement type is made, and one containing '''R''' will re-center when that announcement type is made.  For example,&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:P:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
means that the game will pause and recenter upon the announcement of migrants arriving.  You could change it to&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[MIGRANT_ARRIVAL:A_D:D_D:R]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to cause the game to recenter on the arriving migrants, but to not pause the game.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=173461</id>
		<title>v0.34:Obsidian farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=173461"/>
		<updated>2012-06-17T03:17:30Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Should have previewed that to prevent redlink.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 6 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Obsidian farming is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear (from that tile). Obsidian is a valuable [[stone]] and both magma and water are renewable.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have few layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers). Your dwarven ingenuity should be shouting &amp;quot;OBSIDIAN FORTRESS&amp;quot; by now, by the way.&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge, to drop water '''when needed''', and an access way to the plumbing may include a raising bridge; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may include an access stairway to the middle level, for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include a connection to the fortress at large, and a drain to someplace else; it may be a pump which pumps water back to the water reservoir above, it might lead to the caverns or an aquifer. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; floor should be intact. Must have access to magma, controlled by floodgate. Again, may include access stairway to middle level.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
1 magma-safe floodgate&lt;br /&gt;
1 (2 is measuring reservoir is used) bridge(s)&lt;br /&gt;
3 z-levels you're willing to dedicate to an obsidian farm.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
1. Open the floodgate and flood the magma reservoir.&lt;br /&gt;
2. Retract bridge and empty the water reservoir.&lt;br /&gt;
3. Wait until water is gone.&lt;br /&gt;
4. Remove obsidian using channels/ramps.&lt;br /&gt;
Between 1 and 2, you can use the magma as a garbage disposal. Additionally, if you have a raising bridge at point P in the diagram above, the water reservoir becomes measuring; it will dispense no more water than should be necessary.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Try to avoid &amp;quot;free&amp;quot; magma tiles. Magma [[pump]] should pump directly into the hall, not into a tunnel leading to the hall. Results of doing otherwise include [[fun]], [[fire]] and [[tantrum]]s when the obsidian is being dug out, unless the tunnel itself is sealed (with a floodgate, for example) before collection of the precious black stone (actually volcanic glass). Same tip applies to water pumps in case of obsidian fortress, except this time the only danger is [[mud]] and annoying messages.&lt;br /&gt;
&lt;br /&gt;
Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma...&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
Make sure that the Temperature setting is enabled in the [[d_init.txt]] file for obsidian farming to be feasible; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it incandescent despite no magma being present.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=173460</id>
		<title>v0.34:Obsidian farming</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Obsidian_farming&amp;diff=173460"/>
		<updated>2012-06-17T03:15:50Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Added headings and note on problems arising from disabling temperature in init_d.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:11, 6 August 2010 (UTC)}}{{av}}&lt;br /&gt;
Obsidian farming is a method of producing [[obsidian]] efficiently. When [[magma]] contacts [[water]], a tile of unworked obsidian spawns on the meeting point and both fluids disappear (from that tile). Obsidian is a valuable [[stone]] and both magma and water are renewable.&lt;br /&gt;
&lt;br /&gt;
== Floodgate method ==&lt;br /&gt;
&lt;br /&gt;
A typical method of farming is as follows:&lt;br /&gt;
* A rectangle hall, 2 z-levels high is dug out/constructed&lt;br /&gt;
* Lower level of the hall is fed magma from a [[pump]] (otherwise it will fill very slowly)&lt;br /&gt;
* Upper level of the hall is covered in water ([[pump]] is a good idea too)&lt;br /&gt;
* Water gets removed (by a [[pump]], opened floodgate etc.)&lt;br /&gt;
* Resulting obsidian (on the lower level) is designated for ramping or channeling (floor between levels needs to be removed for the farm to be reused)&lt;br /&gt;
&lt;br /&gt;
For more advanced farms, one can have few layers of magma and water - each new layer adds another layer of obsidian, so this method is far more efficient (N - number of fluid layers, (N-1) - number of obsidian layers). Your dwarven ingenuity should be shouting &amp;quot;OBSIDIAN FORTRESS&amp;quot; by now, by the way.&lt;br /&gt;
&lt;br /&gt;
== Bridge method ==&lt;br /&gt;
&lt;br /&gt;
Another, possibly simpler, design is 3 z-levels high:&lt;br /&gt;
* Uppermost level contains a water reservoir, the floor is channeled out and covered with a retracting bridge, to drop water '''when needed''', and an access way to the plumbing may include a raising bridge; the combination of retracting and raising bridges will result in a measuring reservoir, which drops no more water than necessary. It may include an access stairway to the middle level, for maintenance purposes.&lt;br /&gt;
* Middle level is an access room; floor may be channeled out or ramped out from below, but it should not be there. It should include a connection to the fortress at large, and a drain to someplace else; it may be a pump which pumps water back to the water reservoir above, it might lead to the caverns or an aquifer. Outside the farm must be two levers; one controls the bridges in the water reservoir, one which controls the magma floodgate.&lt;br /&gt;
* Lower level is the magma reservoir; floor should be intact. Must have access to magma, controlled by floodgate. Again, may include access stairway to middle level.&lt;br /&gt;
&lt;br /&gt;
Requirements: &lt;br /&gt;
6 mechanisms (8 if measuring reservoir is used), one of which must be magma-safe.&lt;br /&gt;
1 magma-safe floodgate&lt;br /&gt;
1 (2 is measuring reservoir is used) bridge(s)&lt;br /&gt;
3 z-levels you're willing to dedicate to an obsidian farm.&lt;br /&gt;
&lt;br /&gt;
Operating instructions:&lt;br /&gt;
1. Open the floodgate and flood the magma reservoir.&lt;br /&gt;
2. Retract bridge and empty the water reservoir.&lt;br /&gt;
3. Wait until water is gone.&lt;br /&gt;
4. Remove obsidian using channels/ramps.&lt;br /&gt;
Between 1 and 2, you can use the magma as a garbage disposal. Additionally, if you have a raising bridge at point P in the diagram above, the water reservoir becomes measuring; it will dispense no more water than should be necessary.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Try to avoid &amp;quot;free&amp;quot; magma tiles. Magma [[pump]] should pump directly into the hall, not into a tunnel leading to the hall. Results of doing otherwise include [[fun]], [[fire]] and [[tantrum]]s when the obsidian is being dug out, unless the tunnel itself is sealed (with a floodgate, for example) before collection of the precious black stone (actually volcanic glass). Same tip applies to water pumps in case of obsidian fortress, except this time the only danger is [[mud]] and annoying messages.&lt;br /&gt;
&lt;br /&gt;
Note that if you add water to a tile which is as little as 1/7th full of magma, you'll create a full block of obsidian. This is particularly useful when you're operating a repeatable [[magma piston]] since one block of obsidian will displace 7/7 units of magma, and you'll only need 1-2 units of magma to make a block of obsidian to get 7 units of magma...&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
Make sure that the Temperature setting ''must'' be enabled in the [[init_d]].txt file for obsidian farming to be feasible; otherwise, the tiles will not cool down after the obsidian is formed, and dwarves will refuse to get close, thinking it incandescent despite no magma being present.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=173457</id>
		<title>v0.34:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Maximizing_framerate&amp;diff=173457"/>
		<updated>2012-06-17T02:17:22Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Game Settings */ Added note on an undesirable side-effect of disabling temperature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:47, 21 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
[[Frames per second|Framerate]] is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in [[init.txt]], and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast. The below lists separate ways to improve FPS into two categories: things that don't change the game in any fundamental way, and things that do.&lt;br /&gt;
&lt;br /&gt;
===Without Game Alterations===&lt;br /&gt;
Fortress design is specific ways of building and planning, game setting changes are changes mostly in the init and init_d files that don't actually change how the game plays out.&lt;br /&gt;
&lt;br /&gt;
====Fortress Design====&lt;br /&gt;
*Using the 'dwarf drops item when the path disappears' technique pioneered by Nil Eyeglazed [http://dwarffortresswiki.org/index.php/User:Vasiln/Undump link] it is possible to eliminate bins and most stockpiles from a fort. This 'allows for near infinite item storage with almost zero impact on fps' as shown [http://dffd.wimbli.com/file.php?id=6316 here] and discussed [http://www.bay12forums.com/smf/index.php?topic=92241.msg3271945#msg3271945 forum].&lt;br /&gt;
* Fewer items inside a fort means fewer items to be [[stockpile]]d, checked for [[wear]], and so on and so forth.&lt;br /&gt;
** Use a [[Dwarven atom smasher]] to remove items, or donate them to [[Trading|passing caravans]] to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large [[Farming|farm plot]]s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing [[water]] slows the game down.&lt;br /&gt;
** Don't build [[mist]] generators, [[Screw pump|pump stacks]], or other major water-moving projects.  If you do build them, build a [[Lever|way to switch them off]].  &lt;br /&gt;
** Don't embark on a [[river]] or [[ocean]].  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** [[Aquifer]]s don't impose load until you start digging around in them.&lt;br /&gt;
**[[Water wheel#Perpetual motion|Dwarven water reactors]] also slow down the game, often significantly.&lt;br /&gt;
* Proper use of [[traffic]] designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
** Changing the normal traffic weight to 1 in d_init.txt will optimize the pathfinder at the cost of High traffic zones not making a difference ([http://www.bay12forums.com/smf/index.php?topic=97763.msg2841109#msg2841109 source])&lt;br /&gt;
* Closing off unused areas with raised [[bridge]]s and locked [[door]]s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* The size of your embark site increases the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground [[crop|plants]], and 2 caverns to get all the underground [[tree]]s.&lt;br /&gt;
* Encountering [[HFS]] will dramatically reduce FPS AFTER you seal the breach ({{bug|1340}}). Either avoid doing so or use the work around posted in the bug report.&lt;br /&gt;
&lt;br /&gt;
====Game Settings==== &lt;br /&gt;
* G_FPS is a setting in the [[init.txt]] file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD and VBO are good starting points.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* Using creature graphics may reduce FPS. (Using a custom ASCII tileset should have no effect)&lt;br /&gt;
*PRIORITY represents how much importance the game is given when it makes a request of the CPU.  From [[init.txt]]:&lt;br /&gt;
**&amp;quot;Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;quot;&lt;br /&gt;
**While it's best to run DF with no other programs in the background if FPS is an issue, giving the priority a bump or two can help speed things up regardless.&lt;br /&gt;
*TEXTURE_PARAM controls how the graphics are displayed, specifically how the color value of each pixel is smoothed.  It is LINEAR by default.  Turning this off gives the CPU one less thing to do, though the improvement in performance is so far unquantified.&lt;br /&gt;
**From [[init.txt]]: &amp;quot;Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.  Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===With Game Alterations===&lt;br /&gt;
All changes in this area have some effect on the game itself, use at your own discretion.&lt;br /&gt;
&lt;br /&gt;
====Game Settings====&lt;br /&gt;
*Consider running an older version of DF. 40d should run better than 2010 or 2012, and 23a, while severely lacking, should be significantly faster.&lt;br /&gt;
* [[Temperature]] and [[Weather]] are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill [[murky pool]]s, [[magma]] won't melt [[goblin]]s, etc.&lt;br /&gt;
** Disabling temperature also results in obsidian farms being unusable; as they never cool down, dwarves refuse to step on the obsidian floor, preventing the access of hauling dwarves.&lt;br /&gt;
** One user [http://www.bay12forums.com/smf/index.php?topic=86761.msg2352509#msg2352509 reported] an FPS boost from 35 to 90 upon disabling temperature.&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into [[cage]]s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in [[D_init.txt]]. Or you can kill them all.&lt;br /&gt;
&lt;br /&gt;
====Mods====&lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;br /&gt;
&lt;br /&gt;
==Mac OS X Specific==&lt;br /&gt;
Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=173433</id>
		<title>v0.34:Pasture</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Pasture&amp;diff=173433"/>
		<updated>2012-06-16T02:58:26Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Rule T also states: continue supporting users of an older version in the same namespace. Also, plural.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:59, 25 February 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Pastures are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals.  Herbivorous animals require [[grass]], cave moss, or floor fungus to graze upon, and larger herbivores need a greater amount of grass to feed themselves. [[Panda]]s and their relatives require bamboo rather than other types of grass. Using pastures allows herbivorous animals to be restricted to areas where they will have plenty to eat.&lt;br /&gt;
&lt;br /&gt;
A pasture is defined using {{K|i}}-{{K|n}} to draw a rectangle, and then animals are selected to graze. Having pressed {{K|i}} to define a zone, highlight the pasture and press {{K|N}} ({{K|Shift}}+{{K|n}}), select the animal(s) you wish to pasture using {{K|+}}/{{K|-}}, and press {{K|Enter}}. Once all animals are selected, finish by pressing {{K|Esc}} and idle dwarves with [[Hauling#Animal hauling|animal hauling]] will lead the animals to pasture.&lt;br /&gt;
&lt;br /&gt;
Any tame animal may be assigned to a pasture. You can also assign pastures inside and use them to put animals that do not need to eat in certain areas. If there is fungus or moss on your indoor floors, the animals will consume that in place of grass. Since v0.34.11, baby animals born to pastured mothers will automatically be assigned to their mother's pasture.&lt;br /&gt;
&lt;br /&gt;
==Grazing animals and pasture size==&lt;br /&gt;
Grazing animals use the [GRAZER:&amp;lt;value&amp;gt;] token to signify how much grass they need to eat.  This is an inverse number - the value in grazer signifies how much hunger is reduced when eating a unit of grass.  A creature with ten times the grazer value needs one tenth the amount of grass (and hence, pasture land) as a creature with a small grazer value. If you started your fortress in an undead biome, you may need to assign more space for a pasture as much of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.&lt;br /&gt;
&lt;br /&gt;
Animals which graze are typically good livestock candidates, as many of them produce [[wool]] or [[milk]], and the only creatures which can produce both wool and milk are grazers. Creatures with larger sizes consume more grass, but also produce more meat when [[butcher]]ed.&lt;br /&gt;
&lt;br /&gt;
Each [[time]] unit adds one point to hunger.  An animal takes an average of one turn per ten time units, and takes one time unit to eat grass. If there were an unlimited amount of grass on a tile, even animals with [GRAZER:1] would be able to feed themselves, however, there are at most 4 bunches of grass. Therefore, a creature of standard speed and agility with [GRAZER:3] would not be able to survive, and creatures with [GRAZER:4] require a constant source of grass (in other words infinite sized pastures) to survive. In practice, anything with [GRAZER:20] or less is completely incapable of feeding itself. Because of this, the larger creatures like [[draltha]]s are virtually impossible to keep fed, and [[elephant]]s are incapable of feeding themselves fast enough to stave off starvation.&lt;br /&gt;
&lt;br /&gt;
If grazing animals consume all the grass on a tile, the tile will be reverted to the base layer material. This may be [[sand]], [[clay]] or [[soil]]. In this way you receive a visual clue as to the size of the pasture required.&lt;br /&gt;
&lt;br /&gt;
==Overcrowding==&lt;br /&gt;
It is possible to overcrowd a pasture.  Animals may become enraged and start fights.  This is similar to a dwarf throwing a [[tantrum]] and can be solved by enlarging your pasture or keeping fewer animals in it.&lt;br /&gt;
&lt;br /&gt;
Another possibility is to split a large pasture which holds many animals into several smaller pastures, with the pasture size reflecting the amount of grazing the animal needs to survive. Animals will only fight each other if their pasture is sharing the same tiles as the creature they are fighting with.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Other Applications==&lt;br /&gt;
A pasture can serve as a more advanced replacement for a [[rope]], which allows you to &amp;quot;tie&amp;quot; multiple animals to the same spot and even allows you to place [[pet]]s and animals assigned to dwarves.&lt;br /&gt;
&lt;br /&gt;
This can be used to safely get rid of immigrant pets or cat infestations by pasturing them outside the fortress to serve as an early warning system and meatshield or by pasturing them inside a room that then gets accidentally filled with [[magma]].&lt;br /&gt;
&lt;br /&gt;
Note that while a pasture is a quick way of placing animals exactly in one defined area, it does not restrict the movement of an animal if they are threatened by an enemy - the animal will flee as normal, and will trigger an animal hauling task to re-pasture the animal once it leaves the border of the pasture. This is important as the announcement of an ambush may trigger a flood of animal haulers rushing to the pasture and into the face of the enemy.&lt;br /&gt;
&lt;br /&gt;
==List of grazing animals==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elephant]]&lt;br /&gt;
| 12 || 5,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rhinoceros]]&lt;br /&gt;
| 20 || 3,000,000 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| Cannot Self Feed (Graze Value &amp;lt;= 20)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant bull moose]]&lt;br /&gt;
| 23 || 4,257,750 || ||&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Draltha]]&lt;br /&gt;
| 24&lt;br /&gt;
| 2,500,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 29 x 29&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant moose|Giant moose cow]]&lt;br /&gt;
| 38&lt;br /&gt;
| 2,554,650&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 28 x 28&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Water buffalo]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giraffe]]&lt;br /&gt;
| 60&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 18 x 18&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Yak]]&lt;br /&gt;
| 85&lt;br /&gt;
| 700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 16 x 16&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gigantic panda]]&lt;br /&gt;
| 92&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cow]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Unicorn]]&lt;br /&gt;
| 100&lt;br /&gt;
| 600,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Bull moose]]&lt;br /&gt;
| 114&lt;br /&gt;
| 525,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 14 x 14&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Horse]]&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Camel]] (both)&lt;br /&gt;
| 120&lt;br /&gt;
| 500,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant capybara]]&lt;br /&gt;
| 133&lt;br /&gt;
| 523,350&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 13 x 13&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mule]]&lt;br /&gt;
| 150&lt;br /&gt;
| 400,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 12 x 12&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Moose|Cow moose]]&lt;br /&gt;
| 190&lt;br /&gt;
| 315,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 11 x 11&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Donkey]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk]]&lt;br /&gt;
| 200&lt;br /&gt;
| 300,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Muskox]]&lt;br /&gt;
| 210&lt;br /&gt;
| 285,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 10 x 10&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant red panda]]&lt;br /&gt;
| 255&lt;br /&gt;
| 235,100&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 200,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Llama]]&lt;br /&gt;
| 333&lt;br /&gt;
| 180,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 8 x 8&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Deer]]&lt;br /&gt;
| 428&lt;br /&gt;
| 140,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Reindeer]]&lt;br /&gt;
| 461&lt;br /&gt;
| 130,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 7 x 7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Panda]]&lt;br /&gt;
| 462&lt;br /&gt;
| 130,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Warthog]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Elk bird]]&lt;br /&gt;
| 600&lt;br /&gt;
| 100,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 90,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Alpaca]]&lt;br /&gt;
| 857&lt;br /&gt;
| 70,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 5 x 5&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Mountain goat]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Sheep]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 50,000&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Capybara]]&lt;br /&gt;
| 1,333&lt;br /&gt;
| 45,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 25,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Gazelle]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hoary marmot]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 2 x 2&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Red panda]]&lt;br /&gt;
| 12,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| N/A (only eat bamboo, will starve without it)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 3,500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Groundhog]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Cavy]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 800&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 3 cavies)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Rabbit]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 (can feed up to 5 rabbits)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following giant animals do not modify the grazer token inherited from their parents and are bugged to eat less than their size would indicate.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Animal&lt;br /&gt;
! Grazer&amp;lt;br&amp;gt;value&lt;br /&gt;
! Creature&amp;lt;br&amp;gt;Size&lt;br /&gt;
! [[Milking|Milkable]]&lt;br /&gt;
! [[Shearing|Shearable]]&lt;br /&gt;
! Minimal Pasture Size&amp;lt;br&amp;gt;per individual&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant tapir]]&lt;br /&gt;
| 300&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 9 x 9 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant kangaroo]]&lt;br /&gt;
| 667&lt;br /&gt;
| 857,700&lt;br /&gt;
| Yes&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 6 x 6&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant ibex]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant impala]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| 560,000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 4 x 4&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant wombat]]&lt;br /&gt;
| 2,308&lt;br /&gt;
| 377,750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 3 x 3 ?&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| [[Giant hare]]&lt;br /&gt;
| 17,143&lt;br /&gt;
| 224,560&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;| 1 x 1 ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Gem_cutter&amp;diff=173173</id>
		<title>v0.34:Gem cutter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Gem_cutter&amp;diff=173173"/>
		<updated>2012-06-12T04:03:12Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: With glass and clay too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 8 November 2010 (UTC)}}{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = [[Gem cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = [[Jeweler's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[jeweler's workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable gem clusters you find as you [[mining|mine]] away rock into valuable trade goods. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has relatively balanced skill level in both, he will be known as a Jeweler. More often then not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.&lt;br /&gt;
&lt;br /&gt;
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is second only to [[stonecrafting]] as a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting a [[gem]] can result in a cut gem, a large gem, or a gem craft. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, but are valuable trade goods as they are [[finished goods]] and so can be encrusted again. The skill level of a gem cutter does affect the production speed, but does affect the quality of large gems and gem crafts - small cut gems have no quality levels.&lt;br /&gt;
&lt;br /&gt;
Gem cutters can cut not only gems proper but regular [[stone]], [[glass]] and [[clay]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=173146</id>
		<title>v0.34:Wheelbarrow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Wheelbarrow&amp;diff=173146"/>
		<updated>2012-06-11T21:47:55Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Expanded, clarified and verified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''wheelbarrow''' is a [[tool]] used to increase the speed of [[hauling]]. Wheelbarrows can be made of [[metal]] or [[wood]] at a [[metalsmith's forge]] or [[carpenter's workshop]], and can carry the equivalent of a single [[stockpile]] tile, be it a single [[stone]], a bin or barrel (with its contents included), or stray items. This is equivalent to one fifth of a [[minecart]]'s capacity.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Wheelbarrows are constructed of either wood or metal:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin:1em 1em 1em 0; background:#F9F9F9; border:1px #AAA solid&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #F9F9F9&amp;quot;&lt;br /&gt;
! Material !! Worker !! Workshop&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Wood]] (1 log) || [[Carpenter]] || [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;background: #F2F2F2&amp;quot;&lt;br /&gt;
| [[Metal]] (2 bars) || [[Metal crafter]] || [[Metalsmith's forge]] or [[Magma forge]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Utility ==&lt;br /&gt;
Each [[stockpile]] may have up to 3 wheelbarrows assigned for [[hauling]] items to that stockpile, with stone stockpiles having 1 wheelbarrow automatically assigned upon designation. This setting can be changed from the Set Building Tasks/Prefs ({{k|q}}) menu with the {{k|w}} hotkey. Wheelbarrows will be stored in their assigned stockpile when not in use, potentially sharing a tile with a stockpiled item.&lt;br /&gt;
&lt;br /&gt;
If wheelbarrows are assigned to a stockpile, dwarves will use them exclusively and cease hauling items to it with their bare hands, meaning that the number of assigned wheelbarrows is also the maximum number of active hauling jobs for said stockpile. This limit can be circumvented by splitting large stockpiles into several smaller designations (although this can make assigning &amp;quot;give&amp;quot; and &amp;quot;take&amp;quot; options much more tedious). Note that a particular stockpile's wheelbarrows are only used to carry items ''to'' it from other stockpiles; they will not be used to carry items ''from'' it.&lt;br /&gt;
&lt;br /&gt;
Dwarves carrying items in wheelbarrows ignore the weight of the contents, moving always at their top speed. This makes them particularly useful for hauling heavy items like stone, which slow haulers a lot. There's little benefit to carrying light items in a wheelbarrow, as dwarves won't load multiple items in it.  They will, however, load a single bin ''full of items'' in a wheelbarrow.&lt;br /&gt;
&lt;br /&gt;
Although wheelbarrows carry less stuff than [[minecart]]s, they do not require a track to be preconstructed, and they can go up and down stairs.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Wheelbarrow]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=173049</id>
		<title>v0.34:Health care</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=173049"/>
		<updated>2012-06-10T21:50:01Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Tips for an Effective Hospital */ Tips for working around the infuriating, two years-old overstocking bug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors &amp;lt;strike&amp;gt;inflict&amp;lt;/strike&amp;gt; perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
== Medical Skills ==&lt;br /&gt;
There are five doctor skills.  Each is important to the healthcare and healing process. &lt;br /&gt;
&lt;br /&gt;
Labors (&amp;amp; Skills)&lt;br /&gt;
&lt;br /&gt;
* '''Diagnosis''' ([[Diagnostician]]) This skill is used at the start of the treatment of every wounded dwarf, and often between procedures as well.&lt;br /&gt;
* '''Surgery''' ([[Surgeon]]) Somewhat less common; amongst others, wounds to organs seem to require it and this is also used to attempt repair of infected or rotten wounds.&lt;br /&gt;
* '''Suturing''' ([[Suturer]]) Fairly commonly needed; all open wounds (from slashing or stabbing injuries) need this. &lt;br /&gt;
* '''Dressing wounds''' ([[Wound dresser]]) This is also used pretty often; wounds are dressed once they have been sutured closed.&lt;br /&gt;
* '''Setting bones''' ([[Bone doctor]]) This is needed for badly broken bones, and lightly fractured bones.&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
Two additional [[labor]]s contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]] Brings water and food to patients.&lt;br /&gt;
* [[Recovering wounded]] Will attempt to bring a wounded dwarf to the hospital zone&lt;br /&gt;
&lt;br /&gt;
Note that these non-doctor labors have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarves start with these labors designated, similar to hauling tasks.&lt;br /&gt;
&lt;br /&gt;
If your dwarves are starving/dehydrated but seem to be in bed, try deconstructing the bed to generate a new Recover Wounded task and force them to rest properly.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} &lt;br /&gt;
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (Generally you want at least eight for a fully equipped hospital.)&lt;br /&gt;
* Build [[table]]s ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Place the tables right next to the beds, or you will get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient {{bug|2773}}&lt;br /&gt;
* Build one (or more) [[traction bench]]es to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the victim {{bug|4470}} after a while or they will be in the traction bench a long, long time.&lt;br /&gt;
* Stockpiles are not needed as chests or bags in the hospital zone will be filled with the necessary materials to help a dwarf fix a dwarf that had a little too much [[fun]].&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
&lt;br /&gt;
== Broken bones ==&lt;br /&gt;
&lt;br /&gt;
Broken bones can be treated with just thread and cloth. After a while the treated broken bone will turn into a fracture, allowing a suture to be applied which will finally allow the bedridden dwarf to get up and make himself relatively useful; grasping is still impaired during healing. If you want the dwarf to get up and make himself useful immediately, you'll need to apply a plaster cast, which will require some more effort. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints allow the broken limb to be utilised until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. The 'Immobilization request' status tag is an indication that a splint or plaster cast is required. &lt;br /&gt;
&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit, with each unit coming with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
&lt;br /&gt;
These can be crafted from common wood and metal and like casts immobilize limbs that have sustained bone fractures, allowing the natural healing process to continue while the Dwarf is able to return to their duties. Applying these to a patient utilises and requires the Bone Doctor skill.&lt;br /&gt;
&lt;br /&gt;
=== Crutches ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*[[Health screen|z-health screen]]&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time, however, many dwarves will die due to infection, often months after the actual wounding&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Bad luck&amp;lt;/s&amp;gt; [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Due to an annoying years-old bug, hauling dwarves routinely oversupply hospitals. This can be troublesome in many ways, particularly when all the cloth in the fortress is routed to the hospital, leaving your clothier without clothmaking materials and filling the hospital containers with cloth and thread, which leaves no room for soap. Because of this, ''do not, ever,'' place containers in a hospital zone; instead, designate separate stockpiles nearby for cloth, thread, soap and other hospital implements. Setting those stockpiles to not accept bins or barrels, while space-consuming, can help to visualize the state of hospital stocks and prevent further container-capacity related issues.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 2 lye on embark for easy soap. 1 bar of soap = 150 units of hospital soap&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf should be kept unbusy and near the hospital, as no treatment can begin until a Resting dwarf has  been diagnosed.&lt;br /&gt;
** Yes, expecting him to also treat dwarves is a distraction. When you have multiple dwarves needing a diagnosis, the other medical dwarves cannot start work until he has finished. In this case, simply assign more dwarves to the Diagnosis labor to help your Chief Medical Dwarf.&lt;br /&gt;
**Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients. &lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food. &lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* DF healthcare is much like real life healthcare, and has many bugs. Some of those bugs may no longer be valid, check the talk page for more information.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special, exotic &amp;quot;strands'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
This list should only include current bugs - old bugs should be removed if they have been fixed in the latest released version.&lt;br /&gt;
* Hospital stores more materials than assigned. {{bug|191}} {{bug|4406}}&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{bug|287}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench.{{Bug|4470}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* purchased plaster powder does not appear in the hospital storage. {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds onto the filthy GROUND to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to kill microbes and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=172975</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=172975"/>
		<updated>2012-06-10T06:47:23Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Major piece of work. Rearrangement and rewriting for readability, clarity, and Wiki style; corrections; experimental info on guide mode. Still needs work!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]], respectively. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite faster than hauling dwarves, but have the disadvantage of requiring dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct and can be very expensive to build, resource-wise.&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&lt;br /&gt;
*A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings and T-junctions is as simple as designating another strip of track that overlaps an existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a (natural) ramp, you must designate the ramp '''and one square beyond''' in the direction you want the track to go. Take into account that minecart ramps '''must''' have a solid block on the side opposite to the track, or it will be unusable (despite not being marked so in-game).&lt;br /&gt;
&lt;br /&gt;
*Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]] or [[block]] for construction, and time-consuming, since you can't designate strips larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders.&lt;br /&gt;
&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than large long striates of constructed track.&lt;br /&gt;
&lt;br /&gt;
== Hauling route ==&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
=== Route ===&lt;br /&gt;
New routes are created with the {{k|r}}oute key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
Stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
==== Departure condition ====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. Behavior at T-intersections has not yet been conclusively determined{{verify}}. The cart's behaviour also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B      &lt;br /&gt;
    B╥          B╥                     B╥&lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works&lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects|megaproject]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of ToadyOne the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction upon activation. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axels or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;gt;'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&amp;lt;br&amp;gt;'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Workshop&amp;diff=172966</id>
		<title>v0.34 Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Workshop&amp;diff=172966"/>
		<updated>2012-06-10T01:21:40Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: My two dwarfbucks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think the tier system is very useful.  A better organization, if there needs to be an organization at all, would be by industry.  [[User:HammerDave|HammerDave]] 00:32, 10 June 2012 (UTC)&lt;br /&gt;
:I agree that the current tier system is a confusing mess. However, given the complexity of DF's industry, pretty much any attempt at making a single graph or table that accurately encompasses it all '''will''' be a confusing mess; succeeding at also making it easy to read would immediately elevate your Wikicrafting skill to Legendary+5 level. And some workshops are used in several different industries, inter alia, the butcher's shop produces bones for crafts and ammo, meat for feeding your dwarves, and leather for armor and crafts. Also, [[furnace]] could be merged with this page so every &amp;quot;dwarf-operated building that produces things&amp;quot; would be in one page. Personally, I'd just remove the tiers entirely and leave the items used and produced by each workshop, sorted alphabetically. --[[User:Seikatsukan|Seikatsukan]] 01:21, 10 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Bronze&amp;diff=172961</id>
		<title>v0.34:Bronze</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Bronze&amp;diff=172961"/>
		<updated>2012-06-09T23:39:04Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:54, 18 August 2010 (UTC)}}{{Alloy|name=Bronze|color=6:4:0|color1=7:3:0|color2=6:4:0&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[tin]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[cassiterite]]&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 5&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bronze''' is an alloy of tin and copper. Bronze can be forged into [[weapon]]s and [[armor]], and has [[Weapon#Material|material qualities]] very close to [[iron]]. Bronze can also be used to make [[furniture]] and ''other objects'' at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Bronze can be made at the [[Smelter]] or [[Magma smelter]] using one of the following recipes:&lt;br /&gt;
&lt;br /&gt;
*[[Tin]] bar + [[Copper]] bar&lt;br /&gt;
*[[Cassiterite]] + ([[Native copper]] or [[Malachite]] or [[Tetrahedrite]])&lt;br /&gt;
&lt;br /&gt;
Bronze has a [[value]] of 5 and uses the same ingredients as [[fine pewter]] (which also has a value of 5). If you find yourself short of [[tin]], use this metal to make your objects of art instead of using [[fine pewter]].&lt;br /&gt;
If you are using ores to smelt Bronze, you can produce 2 bars of weapon-grade metal with one unit of [[fuel]], making it an extremely useful material.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Noble&amp;diff=172955</id>
		<title>v0.34:Noble</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Noble&amp;diff=172955"/>
		<updated>2012-06-09T19:43:26Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Added fortress wealth requirements, corrected the now-humbled hammerer, filled lazy blanks with a swath of hyphen-minuses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Nobles''' are &amp;lt;s&amp;gt;snotty good-for-nothing parasites&amp;lt;/s&amp;gt; dwarves appointed to office and rule over your fortress. They can make [[demand]]s and set [[mandate]]s which get in the way of the running of your fort, and get upset that other dwarves have nice rooms, but can also serve vital managerial roles. At least some of them.&lt;br /&gt;
 &lt;br /&gt;
== Needs ==&lt;br /&gt;
Below are the room demands made by each Position. For details on Room values see: [[Room]]. It also lists the number of chests, cabinets, weapon racks, and armor stands they demand. Finally it shows the max number of [[demand]]s and [[mandate]]s they can issue at any given point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Inactive nobles are commented out. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Note the colour progression:&lt;br /&gt;
Meager FFFFE0&lt;br /&gt;
Modest FFFFC0&lt;br /&gt;
(blank) FFFFA0&lt;br /&gt;
Decent FFFF80&lt;br /&gt;
Fine FFFF60&lt;br /&gt;
Great FFFF40&lt;br /&gt;
Grand FFFF20&lt;br /&gt;
Royal FFFF00&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
!Position!!Quarters!!Dining Room!!Office!!Tomb!!Chests!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Baron]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Tomb&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Bookkeeper]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Broker]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Captain]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Captain of the guard|Captain of the Guard]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Champion]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Chief medical dwarf]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Count]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Mausoleum&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Diplomat]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Duke]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF20&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7&amp;lt;/span&amp;gt;Grand Mausoleum&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Expedition leader]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Forced administrator]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[General]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFA0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Grave&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Hammerer]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Lieutenant]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Manager]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFE0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;Meager Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Mayor]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF80&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;4&amp;lt;/span&amp;gt;Decent Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia captain]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Militia commander]]&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[Monarch]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF00&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;8&amp;lt;/span&amp;gt;Royal Mausoleum&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;9&amp;lt;/span&amp;gt;10&lt;br /&gt;
|5&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
![[Outpost liaison]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFF40&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6&amp;lt;/span&amp;gt;Throne Room&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Sheriff]]&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#FFFFC0&amp;quot;|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;Modest Office&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;—&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==   &lt;br /&gt;
This shows various notes for each position taken from the [[raws]].&lt;br /&gt;
&lt;br /&gt;
*'''#''' - lists whether one or more dwarves can have this position.  Duke/Count/Baron don't have a number listed, but each fortress can only have one.&lt;br /&gt;
*'''Squad''' - Lists the number and type of dwarf that this position leads&lt;br /&gt;
*'''Spouse''' - Is this noble's spouse also considered a noble?&lt;br /&gt;
*'''Heir''' - Is this individual replaced by an heir when they die?&lt;br /&gt;
*'''Appointed By''' - Which position appoints this person initially?  Note that the player actually controls all appointments via the noble screen; this is, in effect, only which dwarf is ''necessary'' before the player can make the appointment.&lt;br /&gt;
*'''Replaced By''' - What position replaces this one?&lt;br /&gt;
*'''Pop Req''' - Minimum population required for this position to become available.&lt;br /&gt;
*'''Wealth Req''' - Minimum created &amp;amp; exported wealth (respectively) for this position to become available.&lt;br /&gt;
*'''Elected''' - Is this dwarf elected?&lt;br /&gt;
*'''Lazy''' - If this dwarf is lazy they won't do any regular work aside from pulling levers, deconstructing walls, and some other things. In all 0.34.xx versions, this appears to be broken, i.e. &amp;quot;lazy&amp;quot; nobles can still be assigned to perform any labor.&lt;br /&gt;
*'''Immunity''' - Immune dwarves aren't punished for any crimes.&lt;br /&gt;
*'''Econ Exempt''' - These dwarves don't need money to pay for goods or rooms after the [[Economy]] arrives.&lt;br /&gt;
*'''Military Screen Only''' - This position is only listed on the military screen.&lt;br /&gt;
*'''Jealous''' - These dwarves will become [[thought|upset]] if &amp;quot;lesser&amp;quot; dwarves have better rooms than they do.  They don't have to see the rooms to become upset, since they somehow just know such rooms exist.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
| '''Position'''&lt;br /&gt;
| width=5% | '''#'''&lt;br /&gt;
| '''Squad'''&lt;br /&gt;
| width=5% | '''Spouse'''&lt;br /&gt;
| width=5% | '''Heir'''&lt;br /&gt;
| '''Appointed By'''&lt;br /&gt;
| '''Replaced By'''&lt;br /&gt;
| width=5% | '''Pop Req'''&lt;br /&gt;
| width=7% | '''Wealth Req'''&lt;br /&gt;
| width=5% | '''Elected'''&lt;br /&gt;
| '''Lazy'''&lt;br /&gt;
| width=5% | '''Immunity'''&lt;br /&gt;
| width=5% | '''Econ Exempt'''&lt;br /&gt;
| width=5% | '''Military Screen Only'''&lt;br /&gt;
| '''Jealous'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Count&lt;br /&gt;
| 20&lt;br /&gt;
| 100k / 10k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Bookkeeper&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
! Broker&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Captain of the Guard&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Fortress Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Champion&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Chief Medical Dwarf&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
! Count&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| Duke&lt;br /&gt;
| 20&lt;br /&gt;
| 200k / 20k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Diplomat*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Duke&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| 20&lt;br /&gt;
| 300k / 30k&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon Master*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expedition Leader&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Forced Administrator*&lt;br /&gt;
| 1&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;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! General&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Hammerer&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Royal Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Lieutenant&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Soldier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| General&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Manager&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
! Mayor&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 50&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Captain&lt;br /&gt;
| 1+&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Militia Commander&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Militia Commander&lt;br /&gt;
| 1&lt;br /&gt;
| 10:Militia-dwarf&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&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;
! Monarch&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Armok&lt;br /&gt;
| -&lt;br /&gt;
| 140&lt;br /&gt;
| [[Monarch|It's complicated]]&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Outpost Liaison*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Monarch&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Sheriff&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Exp.Leader/Mayor&lt;br /&gt;
| Captain of the Guard&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|-&lt;br /&gt;
! Tax Collector*&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Duke/Count/Baron&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--''* Not currently implemented.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointed Nobles Selection==&lt;br /&gt;
Appointed nobles are chosen by the player. There are certain social skills that are relevant for each appointed noble's job, and not all dwarves will gain experience in a given skill. In fact, some dwarves will never gain experience in certain skills. This is determined by each dwarf's personal traits, and it is therefore important to select the dwarf with the appropriate set of traits for each position:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--coming soon! work in progress... please don't delete hidden comments... ;)&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot; &lt;br /&gt;
! Attribute&lt;br /&gt;
! Value Range&lt;br /&gt;
! Value Points&lt;br /&gt;
! Effect&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=4 | Psychological Trauma&lt;br /&gt;
| 100&lt;br /&gt;
| Doesn't really care about anything anymore. &lt;br /&gt;
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful if tragic side effect of running a bloody fort.  This trait often finds its way into experienced [[military|soldiers]], who might watch [[friend|friends]] and comrades die as often as they kill [[goblin|goblins]].&lt;br /&gt;
|-&lt;br /&gt;
| 67 - 99&lt;br /&gt;
| Is a hardened individual.&lt;br /&gt;
|-&lt;br /&gt;
| 33 - 66&lt;br /&gt;
| Is getting used to tragedy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 32&lt;br /&gt;
|&lt;br /&gt;
| Nothing displayed.  Dwarf is not yet traumatized.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;text-align:center;border-collapse:collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;&amp;quot;&lt;br /&gt;
! Position&lt;br /&gt;
! Anger&amp;lt;br /&amp;gt;(Rage)&lt;br /&gt;
! Self Consciousness&amp;lt;br /&amp;gt;(Neurosis)&lt;br /&gt;
! Friendliness&amp;lt;br /&amp;gt;(Company)&lt;br /&gt;
! Assertiveness&amp;lt;br /&amp;gt;(Leadership)&lt;br /&gt;
! Liberalism&amp;lt;br /&amp;gt;(Rebelliousness)&lt;br /&gt;
! Straightforwardness&amp;lt;br /&amp;gt;(Honesty)&lt;br /&gt;
! Altruism&amp;lt;br /&amp;gt;(Helpfulness)&lt;br /&gt;
! Cooperation&amp;lt;br /&amp;gt;(Compromising)&lt;br /&gt;
! Self Discipline&amp;lt;br /&amp;gt;(Perseverance)&lt;br /&gt;
! Cave Adaptation&lt;br /&gt;
! Personality Trait Range&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F2F2;&amp;quot; rowspan=&amp;quot;7&amp;quot; | Noble&lt;br /&gt;
 | rowspan=&amp;quot;3&amp;quot; |     Enrage-able || rowspan=&amp;quot;2&amp;quot; |          || rowspan=&amp;quot;4&amp;quot; | Conversationalist || rowspan=&amp;quot;4&amp;quot; | Persuader&lt;br /&gt;
 | rowspan=&amp;quot;3&amp;quot; | Unhappy Noble Talker || rowspan=&amp;quot;3&amp;quot; | Consoler             || rowspan=&amp;quot;3&amp;quot; |   Happy Wounded Rescuer&lt;br /&gt;
 | rowspan=&amp;quot;3&amp;quot; | Pacifier               || rowspan=&amp;quot;7&amp;quot; | Break Duration || Unhappy Nauseated Outsider&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Highest&lt;br /&gt;
 |-&lt;br /&gt;
 | Unhappy Outsider&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very High&lt;br /&gt;
 |-&lt;br /&gt;
                              | rowspan=&amp;quot;5&amp;quot; | Comedian                  || rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | High&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |&lt;br /&gt;
                                       |               Consoler / Flatterer ||&lt;br /&gt;
 |               Pacifier / Intimidator&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | rowspan=&amp;quot;3&amp;quot; | Non-Enrage-able                           || rowspan=&amp;quot;3&amp;quot; |                   || rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;3&amp;quot; |   happy noble talker || rowspan=&amp;quot;3&amp;quot; | Flatterer / Liar     || rowspan=&amp;quot;3&amp;quot; | Unhappy Wounded Rescuer&lt;br /&gt;
 | rowspan=&amp;quot;3&amp;quot; | Intimidator&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Low&lt;br /&gt;
 |-                                                                              &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very Low&lt;br /&gt;
 |-                                                                              &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Lowest&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F2F2;&amp;quot; rowspan=&amp;quot;5&amp;quot; | Expedition Leader&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Mayor&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                 ||                        || rowspan=&amp;quot;3&amp;quot; | Conversationalist || rowspan=&amp;quot;3&amp;quot; | Persuader&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                        || rowspan=&amp;quot;5&amp;quot; | Break Duration&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very High&lt;br /&gt;
 |-&lt;br /&gt;
                              | rowspan=&amp;quot;4&amp;quot; | Comedian&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | High&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |&lt;br /&gt;
                                       |               Consoler / Flatterer ||&lt;br /&gt;
 |               Pacifier / Intimidator&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                                           || rowspan=&amp;quot;2&amp;quot; |                   || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |   happy noble talker || rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Low&lt;br /&gt;
 |-                                                                              &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very Low&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F2F2;&amp;quot; rowspan=&amp;quot;5&amp;quot; | Broker&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                 ||                        || rowspan=&amp;quot;3&amp;quot; | Conversationalist || rowspan=&amp;quot;3&amp;quot; | Persuader&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                        || rowspan=&amp;quot;5&amp;quot; | Break Duration&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very High&lt;br /&gt;
 |-&lt;br /&gt;
                              | rowspan=&amp;quot;4&amp;quot; | Comedian&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | High&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |&lt;br /&gt;
                                       |                                    ||&lt;br /&gt;
 |               Pacifier / Intimidator&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                                           || rowspan=&amp;quot;2&amp;quot; |                   || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |   happy noble talker || rowspan=&amp;quot;2&amp;quot; | Flatterer / Liar     || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Low&lt;br /&gt;
 |-                                                                              &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very Low&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#F2F2F2;&amp;quot; rowspan=&amp;quot;5&amp;quot; | Militia Commander&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Militia Captain&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |     Enrage-able ||                        || rowspan=&amp;quot;3&amp;quot; |                   || rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                        || rowspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very High&lt;br /&gt;
 |-&lt;br /&gt;
                              | rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | High&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |&lt;br /&gt;
                                       |                                    ||&lt;br /&gt;
 |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Neutral&lt;br /&gt;
 |-&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                                           || rowspan=&amp;quot;2&amp;quot; |                   || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Low&lt;br /&gt;
 |-                                                                              &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very Low&lt;br /&gt;
|-&lt;br /&gt;
| Militia-Dwarf&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; | Enrage-able          ||                         || rowspan=&amp;quot;3&amp;quot; |  || rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                      || rowspan=&amp;quot;2&amp;quot; |                  || rowspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |          || rowspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very High&lt;br /&gt;
|-&lt;br /&gt;
                                       | rowspan=&amp;quot;4&amp;quot; | &lt;br /&gt;
  ! style=&amp;quot;background:#F2F2F2;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
 |&lt;br /&gt;
               |                      ||                                ||&lt;br /&gt;
 | &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Neutral&lt;br /&gt;
|-&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |                                  || rowspan=&amp;quot;2&amp;quot; |                   || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |    || rowspan=&amp;quot;2&amp;quot; |  || rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 | rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Low&lt;br /&gt;
|-                                                                              &lt;br /&gt;
 ! style=&amp;quot;background:#F2F2F2;&amp;quot; | Very Low&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| Recovering Wounded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Very High&amp;lt;br /&amp;gt;High&amp;lt;br /&amp;gt;Neutral&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Nobles appointed by the Duke, Count, or Baron cannot be manually assigned, and they never immigrate to your fortress - as a result, it is not possible to get a tax collector without modifying the raws.&lt;br /&gt;
&lt;br /&gt;
Nobles may have impossible demands, like cardinal leather items (although this is not necessarily a bug. After all, dwarves are stupid). This may be the time for an [[Unfortunate accident]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Noble&amp;diff=172954</id>
		<title>v0.34 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Noble&amp;diff=172954"/>
		<updated>2012-06-09T19:36:14Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do the aristocrats serve the same function as expedition leader, in holding meetings with upset dwarves? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:TerryDactyl|TerryDactyl]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:For a noble to hold meetings with upset dwarves, they need the [RESPONSIBILITY:MEET_WORKERS] [[Position token|token]] in the entity_default.txt raw file. Currently, only the expedition leader, the mayor, and the (not yet implemented) forced administrator serve this function. Also, please sign your comments by writing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; at the end. --[[User:Seikatsukan|Seikatsukan]] 19:36, 9 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Captain_of_the_guard&amp;diff=172953</id>
		<title>v0.34:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Captain_of_the_guard&amp;diff=172953"/>
		<updated>2012-06-09T18:24:04Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Pop req is 50 according to entity_default.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|02:35, 16 May 2012 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Captain of the Guard&lt;br /&gt;
| office= Office&lt;br /&gt;
| quarters= Quarters&lt;br /&gt;
| dining= Dining Room&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Once you have reached 50 population and elected a [[mayor]], the position of '''captain of the guard''' will appear. The captain is basically a fancy appointed [[noble]] [[sheriff]] with a military [[squad]] and basic rooming requirements attached. If you have a sheriff, he will be promoted to the captain of the guard as soon as the position is available. If you have managed without, the position will be vacant and you can assign a dwarf to the task.&lt;br /&gt;
&lt;br /&gt;
The captain of the guard leads the [[fortress guard]], which, alongside its regular military duties, aids in the enforcement of [[justice]] by capturing criminals and delivering beatings. As such the captain of the guard functions as both a sheriff and a [[militia captain]]. Once your fortress has reached a middling population, be prepared to dig out and furnish rooms for your middling captain. See [[fortress guard]] for why you might want your guardsman to be the ''opposite'' of a man of justice.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Military Ranks}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=172946</id>
		<title>v0.34:Giant eagle</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Giant_eagle&amp;diff=172946"/>
		<updated>2012-06-09T04:16:20Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Giant Eagles don't have the [TRAINABLE] token anymore. Sadly, this meant removing half of their usefulness, and rewriting half of the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|02:16, 23 March 2012 (UTC)}}{{av}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|meat=18&lt;br /&gt;
|fat=12&lt;br /&gt;
|skull=1&lt;br /&gt;
|bone=23&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' are the oversized version of [[eagle]]s, found in the same wide array of biomes. They can be extremely annoying to an early fortress due to them killing your migrants mercilessly and flying over your walls, yet usually only do so if provoked. They can be tamed, but not trained, and while they share with eagles their relative uselessness for [[egg production]] due to the low amount of eggs laid, but are a better choice for the [[meat industry]] thanks to their larger size, yielding more than twice the amount of food than regular eagles; however, this requires watching [[nest box]]es closely to prevent the eggs being taken by hauling dwarves. They can come already tamed with [[elf|elven]] [[caravan|caravans]], if the elven [[civilization]] is situated in a mountain area.&lt;br /&gt;
&lt;br /&gt;
Giant Eagles are exotic creatures. Their eggs take approximately six months of gametime to hatch; if eggs haven't hatched and it's been over six months, then something's gone wrong -- either they weren't fertilized, the mother was forced out of the nest box, your fort has hit a cap on total animals, or something else -- and you'll need to remove those eggs and force new ones to be laid if you want hatchlings. Once hatched, hatchlings take approximately an additional year to reach adulthood.&lt;br /&gt;
&lt;br /&gt;
There is a current bug where tamed animals that have the [FLYING] tag, don't. So once tamed, your giant eagles will remain earthbound and never take to the sky, which makes them somewhat less deadly than they would be otherwise. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=172945</id>
		<title>v0.34:Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Animal_trainer&amp;diff=172945"/>
		<updated>2012-06-09T04:03:46Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Trainable war/hunting animals */ Giant Eagles don't have the [TRAINABLE] token anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:36, 10 January 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Tame large animal&lt;br /&gt;
* Tame small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either taming wild ones, or training certain species for war or hunting.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_Training|animal training zone]] is required for all training activities.&lt;br /&gt;
&lt;br /&gt;
==Domesticating wild animals==&lt;br /&gt;
&lt;br /&gt;
An animal trainer is needed in order to domesticate wild animals. To do so you will need an animal captured in a [[trap#Cage_Trap|cage trap]], an animal training zone, and some plants or meat depending on whether the animal is carnivorous or herbivorous. To have your animal trainer begin taming a wild animal, use {{k|z}} to open the status screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use {{k|t}} to set a trainer to tame it.&lt;br /&gt;
&lt;br /&gt;
A wild animal can (must?) be trained from a cage. The trainer will bring food to the cage. Once the animal is no longer wild, it may be released from the cage (e.g. assigned to a [[pasture]] or [[restraint]]), and further training will take place wherever the animal is.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time and must have a trainer permanently assigned to them to ensure they remain friendly. Trained animals have a quality associated to their training whose full effects are not yet fully known, but seems to include the time before they revert to a wild state. The last state before an animal becomes fully wild is 'semi-wild' which prompts a game announcement.  Here are the known training quality levels:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals who are trained while young may become fully domesticated and will remain forever tame. In addition, animals who are born from a trained animal will inherit the mother's trained status, including the training quality.  It appears that this added training quality, with the addition of training reinforcement by assigning a trainer, allows for the progression to domestication.&lt;br /&gt;
&lt;br /&gt;
Finally, when training animals that your civilization has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven caravan returns to the mountainhomes. The effects of these are unknown but may result in easier or faster training by animal trainers in future fortresses established by that civilization.&lt;br /&gt;
&lt;br /&gt;
==Training Tasks==&lt;br /&gt;
&lt;br /&gt;
===Train a Hunting Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] or [TRAINABLE_HUNTING], an 'animal training' activity zone, and an [[animal trainer]].  Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]].&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
===Train a War Animal===&lt;br /&gt;
Requires: An [[Cage|uncaged]] '''tame''' animal with [TRAINABLE] (or [TRAINABLE_WAR], although no such animals exist), an 'animal training' activity zone, and an [[animal trainer]]. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture.&lt;br /&gt;
&lt;br /&gt;
A war animal is stronger than its untrained counterpart. War dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting.  Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Animal tab ({{k|z}} - {{k|Enter}}) has a list of all animals that are tame (and belong to your civilization) or are caged and can be tamed. Each animal on the list can be assigned a trainer, who will then tame (if needed) the animal, increase its tameness (if not born from tamed animals) or train it for war or hunting (if selected for hunting or training). Not all animals can be trained for war or hunting. Taming or increasing tameness requires an 'Animal Training' activity zone and food (edible [[crop|plant]] for herbivores, [[meat]] for carnivores), which the trainer will bring to the animals. If a caged animal is fed a plant, [[seed]]s will stay in the cage, possibly making it unusable until all the seeds in it are [[Activity zone#Garbage Dump|dump]]ed.&lt;br /&gt;
&lt;br /&gt;
Certain animals are trivial to tame ([[domestic animal]]s are well known by dwarven civilizations), some are rather easy to tame (animals from [[Cavern]]s aren't alien to dwarves). Other creatures will require more attention, at least until your fortress manages to get familiar with them. Which animals are known and how well can be checked in the second sub-tab in &amp;quot;Animals&amp;quot; tab. Badly trained animals can revert to a wild state, resulting in [[fun|dragons rampaging through the fortress]].&lt;br /&gt;
&lt;br /&gt;
Sadly, [[noble]]s cannot be trained, no matter how desperately they need it.&lt;br /&gt;
&lt;br /&gt;
==Trainable war/hunting animals==&lt;br /&gt;
The following creatures can be trained into war animals or hunting animals:&lt;br /&gt;
If you trade for one of these animals, and they are already tame then they will remain tame when they become yours.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|☼ †&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|‼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giraffe]]&lt;br /&gt;
|1,000,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|† ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|☼ ♪ &lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|☼ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|☼ [[Megabeast]]?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''☼ - These animals are a good choice for your army.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''♪ - These animals are good companions for hunters and marksdwarves.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die.&lt;br /&gt;
&lt;br /&gt;
It is reportedly possible to capture and tame water creatures if special care is used.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=172791</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=172791"/>
		<updated>2012-06-06T22:52:48Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Some cart-based silliness.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=172790</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=172790"/>
		<updated>2012-06-06T22:31:39Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Troubleshooting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] or [[metal]] at a [[carpenter's workshop]] or a [[metalsmith's forge]]. Minecarts store five times as many items as [[wheelbarrow]]s, but have the disadvantage of requiring a dedicated track system along with micromanagement. Minecart tracks take up a lot of space, may be complicated to construct, and often will require substantial resources to complete. Since you can only engrave tracks in natural stone, minecart routes are especially expensive when built above-ground or in artificial structures.&lt;br /&gt;
&lt;br /&gt;
The interface for selecting minecart usage can be accessed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]].&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks are [[Engraver|carved]] with designations, with {{K|d}} {{k|T}}, or alternatively built from the [[construction]] section, with {{K|b}} {{K|C}}, in where you can not only build tracks (with {{K|T}}), but also build stops (with {{K|S}}). While engraved tracks can only be carved on natural [[stone]] floors, they are much more convenient and can be smoothed for refurbishing.&lt;br /&gt;
&lt;br /&gt;
Engraved tracks have corners added automatically, while constructed tracks let you decide exactly what type of segment to build.&lt;br /&gt;
&lt;br /&gt;
Any tracks, when constructed, will designate the square as a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart, however it should be noted that pets and livestock ignore traffic orders.&lt;br /&gt;
&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be dangerous, however.&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if it is lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than construct large long striates of track.&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Place a track stop on a track that has already been carved or constructed to set friction and dump controls.  In the {{K|b}} {{K|C}} {{K|S}} menu, set the friction level of the stop and/or if a cart should automatically dump out its contents at the stop.  If set to dump, select the direction to dump in. Once you proceed to build the track stop, these settings cannot be seen or changed. Note that a minecart on a dumping track stop cannot be filled by a dwarf. Track stop can be linked to a [[pressure plate]] or a [[lever]], which will toggle friction upon its activation.&lt;br /&gt;
&lt;br /&gt;
Use {{K|h}} to set up routes.  This allows you to place route stops on top of the track stops themselves (or just the bare track).  Place the route stops and assign the vehicle (minecart) that will be used.  For each route stop, you can tell the dwarves exactly what items to take, where to take them from, when to transport them, etc.&lt;br /&gt;
&lt;br /&gt;
Then set up the [[stockpile]]s nearby, link them accordingly, set up the give or not give so everything moves where you want, then wait for them to be guided or pushed!&lt;br /&gt;
&lt;br /&gt;
A track stop is not needed in every tile that has a route stop; in fact, track stops are ''completely'' unnecessary to all basic minecart designs, rather being useful for automated designs.  Track stops are commonly built at the beginning and end of a track.&lt;br /&gt;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is built by a [[mechanic]] with one or more [[mechanism]]s and a [[rope]] in the {{K|b}} {{K|M}} menu by selecting {{K|r}}. Rollers must be [[power]]ed, and they serve the purpose of moving a minecart without [[dwarf]]-power.  Rollers may apparently be placed on ramps to help pull carts up Z levels. Currently rollers can only be placed on ramps if there is a power connection for it already built (gears/axels/pumps), else it will not want to build on a ramp. &lt;br /&gt;
If minecart routes are set to ''push'', rollers may be very useful to maintain the cart's momentum. Rollers are variable-length, variable-direction, and variable-power, all traits that can be set at construction time.&lt;br /&gt;
&lt;br /&gt;
A cart cannot travel up a ramp on its own when being pushed or ridden in. If a cart attempts to do this, it will bounce back the direction it came, at best this is a waste of time and at worst it will give your cart-pushing dwarf a [[fun|fun surprise]]. The only way to avoid this is to place a roller before the ramp to provide the additional momentum necessary.&lt;br /&gt;
&lt;br /&gt;
At the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers can be frozen if exposed to cold [[temperature]]s. If they are in that state, they will not operate.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions.&lt;br /&gt;
&lt;br /&gt;
=== Removal ===&lt;br /&gt;
Constructed tracks can be removed like any other [[construction]] with {{k|d}} {{k|n}}. Engraved tracks can be removed by simply smoothing the track, with {{k|d}} {{k|s}}, or by building a floor and subsequently removing it.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are also considered [[building]]s and must be removed by {{k|q}} {{k|x}}. Rollers are, as one would expect, buildings and must be deconstructed in the same manner.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬&lt;br /&gt;
╞ ╡ ╥ ╨&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
When '''pushed''', minecarts will move along the track in a straight line, until they either run off the tracks or encounter a turn. Behavior at T-intersections has not yet been conclusively determined. This behaviour is not present if the minecarts are '''guided'''.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B      &lt;br /&gt;
    B╥          B╥                     B╥&lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works&lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects|megaproject]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&lt;br /&gt;
&lt;br /&gt;
== Hauling route ==&lt;br /&gt;
From the {{k|h}}auling menu, minecart routes can be set up, and [[stockpile]] links set.  Navigate the list with the {{k|+}}, {{k|-}}, {{k|*}} and {{k|/}} commands.&lt;br /&gt;
&lt;br /&gt;
Note that if you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with the keyboard commands listed above, but cannot see the stop/route name.  This will be fixed in the next release.&lt;br /&gt;
&lt;br /&gt;
=== Route ===&lt;br /&gt;
A new route is created with the {{k|r}}oute key. An existing route can be removed (without confirmation) with the {{k|x}} key. A route can also be {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done from the route or from a stop; it does not seem to matter which).&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
The {{k|s}} key is used to create a new stop. Like routes, stops can be removed with {{k|x}} or nicknamed with {{k|n}}. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless. The {{k|Enter}} key accesses the stop definition screen, which has two modes: advanced and basic.&lt;br /&gt;
&lt;br /&gt;
== Stop definition ==&lt;br /&gt;
The Stop Definition screen shows the 'orders' for a certain track stop.&lt;br /&gt;
There are two types of orders: departure conditions, and stockpile links.&lt;br /&gt;
&lt;br /&gt;
==== Stockpile links ====&lt;br /&gt;
By moving the cursor and using {{k|p}}, you can create a new stockpile link for a track stop.&lt;br /&gt;
&lt;br /&gt;
==== Departure condition ====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push)&lt;br /&gt;
# A departure direction (NSEW)&lt;br /&gt;
# A timer, before which the departure condition cannot be met&lt;br /&gt;
# Conditions on the amount of items in the cart&lt;br /&gt;
The &amp;quot;Advanced&amp;quot; screen allows you to have precise control over No. 4, as a percentage from 1 to 100.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed with {{k|c}} in the basic screen, or {{k|f}}, {{k|F}}, {{k|m}}, and {{k|l}} specific to the advanced screen. Common to both screens are the {{k|p}}, {{k|d}}, {{k|t}}, and {{k|T}} options.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting ===&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' &amp;lt;span style=&amp;quot;background:#000000; color:#ffff00;&amp;quot;&amp;gt;! Set dir/connect track&amp;lt;/span&amp;gt; message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;gt;'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks. &lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&amp;lt;br&amp;gt;'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of [[wheelbarrow]]s, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone [[block]]s. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded to and dumped from minecarts, the former from passing through the fluid and latter via a track stop. A minecart must be submerged in water or magma of 6/7 or 7/7 depth in order to be filled up. A minecart submerged in 5/7 or less depth will stay empty. Loading these onto minecarts can be difficult because the fluids' weight can slow the minecart down greatly. Curiously, a minecart filled with magma does not injure a dwarf set to ''ride'' the minecart.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
=== Rider ===&lt;br /&gt;
Minecarts can be set to ride in the {{k|h}}auling routes screen. This setting encourages a [[dwarf]] to board the minecart, and will make the minecart move faster down ramps. Interestingly, a dwarf will drop its [[child|baby]], if it has one, when boarding the minecart.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves may still walk on them. If an unlucky dwarf fails to [[dodger|dodge]] a minecart, he or she can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride. Minecarts can still be guided by dwarves in restricted traffic areas.&lt;br /&gt;
&lt;br /&gt;
Minecarts can careen off tracks. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s.&lt;br /&gt;
&lt;br /&gt;
=== Animals ===&lt;br /&gt;
Animals will ignore the automatic &amp;quot;Low&amp;quot; traffic order set by constructing minecart tracks, and will therefore tend to block minecarts. This can be bad for the animal if it fails to dodge the minecart and if the minecart is moving at a fast speed. Most of this problem is resolvable by [[pasture|pasturing]] the animals.&lt;br /&gt;
&lt;br /&gt;
== As an item ==&lt;br /&gt;
Minecarts are also a type of [[item]], similar to [[wheelbarrow]]s but unlike [[wagon]]s, which are [[creature]]s. They are stored in a [[furniture]] [[stockpile]]. Although they hold five times the amount wheelbarrows do, they are only one third larger. A no-quality minecart is identical in [[item value|value]] to a no-quality wheelbarrow of the same [[material]], however, the value may differ due to the [[item quality]].&lt;br /&gt;
&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}}&lt;br /&gt;
&lt;br /&gt;
As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, these thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=172762</id>
		<title>v0.34:Stockpile</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Stockpile&amp;diff=172762"/>
		<updated>2012-06-06T03:33:29Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Bar/Block */ Don't know when the change was, but it's no more than 5 on my side.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 7 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone [[hauling]] jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another [[dwarf]]. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for [[gem|gems]], your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter|cluttered]] and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Give to a stockpile/workshop ==&lt;br /&gt;
Conversely, the {{k|g}} key allows a pile to give [[item]]s to another pile.&lt;br /&gt;
&lt;br /&gt;
This can also be used to specify that a workshop will only get its materials from a certain stockpile. This provides a way to make sure everything that workshop produces is of a specific material. I.E. By setting a granite stockpile to give to a mason's workshop you are ensuring that the workshop will only use granite as its material.&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
Another feature of the stockpile system, ''max wheelbarrow'' allows the player to control the amount of wheelbarrows that are allowed to access the stockpile. It can be set to 0, 1, 2, or 3. If set to 0, the stockpile will generate jobs for each item that needs to be placed in it all at once. If it is set to non-0, then it will only generate up to the number of wheelbarrows of jobs.&lt;br /&gt;
&lt;br /&gt;
== Will take from anywhere ==&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Other stockpiles will only accept goods from its assigned [[workshop]]s and other stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use [[bin|bins]] to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in [[bin|bins]].&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin|Bins]] can be used to consolidate up to 5 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] from the [[loom]] is stored here. [[Bin|Bins]] can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse | Corpses]]===&lt;br /&gt;
Dead dwarves and [[pet|pets]] that have no burial location will be placed here. If placed indoors, decaying bodies will generate [[miasma]], but [[bone|bones]] will not be removed at the end of the season. Rotting [[pet|pets]] or [[friend|friends]] gives dwarves unhappy [[thought|thoughts]] unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate up to 25 items.&lt;br /&gt;
Since this stockpile can also contain supplies that player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is suggested that player makes separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[Fire snake|liquid fire]] are as well. Raw [[fish]] is brought here before being processed by [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel|barrels]]. Seeds can be stored in [[bag|bags]], whereas other food items can be stored in [[barrel|barrels]] (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that [[prepared meal|prepared meals]] in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], mason's workshop, and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, before being used in a construction. It can use [[bin|bins]] to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[Tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin|bins]] to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
===[[refuse stockpile|Refuse]]===&lt;br /&gt;
Since dwarves hate rot because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and whilst it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will  convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]]. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]]. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for [[Stone_management|dealing with excess stone]].  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. [[Bin|Bins]] can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Note that traders consider amount of wood in stockpile to judge whether to bring logs for trade or not and in case of [[elves]], amount of wood you logged.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[room|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes [[dye|dyes]]. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]]. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] means the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad [[thought]] for the creator. Keep valuable artifacts safe from [[thief|thieves]] in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, you may use customized stone stockpiles to provide some of that control by ordering that stockpile to supply to the workshop, this means the workshop will only take from that stockpile. On maps with mass [[flux]] stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Currently there is no stockpile category for finished goods made of gems {{Bug|4430}}&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=172725</id>
		<title>v0.34:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=172725"/>
		<updated>2012-06-04T23:36:47Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: General rearrangement for readability, partial rewrite, some new info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:53, 26 December 2010 (UTC)}}{{buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolts are a type of [[ammunition]] used by [[crossbow]]s. They can be made from either [[wood]], [[bone]], or weapons-grade [[metal]]s. As with all non-siege ammo, hunting and military dwarves must be equipped with [[quiver]]s to be able to carry bolts around for shooting.&lt;br /&gt;
&lt;br /&gt;
Wooden and bone bolts are produced in a [[Craftsdwarf's workshop]] by a [[Wood crafter|Wood Crafter]] or a [[Bone carver|Bone Carver]], respectively. Each job will produce a stack of 25 wooden bolts from a single log, or a stack of 5 bone bolts taking a single bone from a stack. Metal bolts require [[Weaponsmith|Weapon''smithing'']] (not Metal''crafting'') and a [[Metalsmith's forge]] or [[Magma forge]], creating a stack of 25 bolts from a single metal bar.&lt;br /&gt;
&lt;br /&gt;
When fired, bolts have a chance of shattering on impact or bouncing off onto the ground as free-laying items. However, they are immediately [[forbidden]] after being fired (to prevent &amp;lt;s&amp;gt;suicidal&amp;lt;/s&amp;gt; hauling dwarves from running into active battlefields), and have to be [[reclaim]]ed by the player, either directly or from the [[stocks]] screen.&lt;br /&gt;
&lt;br /&gt;
Given that bolts are a projectile weapon, their weight influences their effectiveness (higher weight means higher inertia, making them harder to deflect). Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue. Bone bolts are significantly better than wood, but metal bolts are still recommended for military use. However, this would make [[adamantine]] a very bad choice for bolt making due to its ridiculously low density (see [[Weapon#Material|weapon materials]]).&lt;br /&gt;
&lt;br /&gt;
==Masterwork Bolts==&lt;br /&gt;
As with other items, high-skill dwarves can make masterwork-[[Item quality|quality]] bolts.  While they don't care if the bolts are fired and shatter on impact, they do get [[thought|upset]] if a bolt gets carried off the map - say by a retreating enemy with the bolt stuck in him.&lt;br /&gt;
&lt;br /&gt;
The simplest remedy for this is to simply '''make more bolts''' - a dwarf who has produced hundreds of masterwork bolts will be more annoyed by [[fly|flies]] than the loss of a masterwork. This is because the happiness penalty for the loss of a masterwork is divided by the number of remaining masterwork items made by that dwarf (see [[List of Dwarven Thoughts]] for more information).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Tests show that even wooden bolts are effective against armored targets with the new release. Copper bolts have been known to pierce adamantium consistently. {{bug|5516}} &lt;br /&gt;
&lt;br /&gt;
Bone bolts are not advisable for weapon traps as only a stack of 5 will be stored per crossbow, making frequent restocking necessary.&lt;br /&gt;
&lt;br /&gt;
It is largely unclear what of the above constitutes a bug and what is intended behaviour.&lt;br /&gt;
&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
*Masterwork bolts cause unhappy thoughts when they get carried off the map or melted down{{bug|3169}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[ITEM_AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
[NAME:bolt:bolts]&lt;br /&gt;
[CLASS:BOLT]&lt;br /&gt;
[SIZE:150]&lt;br /&gt;
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=172713</id>
		<title>v0.34:Crossbow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&amp;diff=172713"/>
		<updated>2012-06-04T20:55:27Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: That bug is marked as &amp;quot;fixed in .31.22&amp;quot; in the bug tracker.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|04:05, 6 May 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
'''Crossbows''' are the only native ranged [[weapon]] available to dwarves (although one can also acquire blowguns and bows through trading or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; melee squad(s).&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a dedicated [[bowyer's workshop]] using the [[bowyer]] skill, whereas metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill. Crossbows fire [[bolt]]s, which can be made in [[stack]]s of 25 (for wood and metal) or 5 (for bones) of the same materials; wooden and bone bolts are made at a [[craftsdwarf's workshop]], and metal bolts are made at a metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
== Ranged combat ==&lt;br /&gt;
Crossbows fire [[bolt]]s as their [[ammunition]], and will engage targets up to 20 tiles away, including firing down z-levels. Fired bolts may miss the target and fly a bit further than intended, potentially striking another foe or even a friendly soldier on the other side. &lt;br /&gt;
&lt;br /&gt;
The material that the crossbows are made of are irrelevant to ranged combat, where the [[quality]] of the craftsmanship and [[skill]] of the marksdwarf determine accuracy, and the quality and material of the [[bolt]]s themselves (metal being better then bone being better than wood) determines damage. If you are confident your melee soldiers can keep your marksdwarves safe from melee engagements and have a skilled [[bowyer]], then easily-produced, high-quality wooden or bone crossbows are excellent equipment for your marksdwarves.&lt;br /&gt;
&lt;br /&gt;
As can be expected, targets that are stationary are much easier to hit then those that are moving. Since marksdwarves can down targets at range, they do a much better job taking down fleeing thieves and goblin ambushes that your regular soldiers not might be able to catch.&lt;br /&gt;
&lt;br /&gt;
== Melee combat ==&lt;br /&gt;
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way.&lt;br /&gt;
&lt;br /&gt;
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and wood the worst. This can actually be exploited when creating your [[fortress guard]]; equipping your soldiers with light wooden crossbows will reduce the severity of the [[Justice#Punishments|beatings]] they deliver while still allowing them to pincushion enemy soldiers with masterwork steel arrows.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
Crossbows require bolts to fire, otherwise they are tantamount to useless. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather via [[leatherworking]], or of cloth/silk, obtainable via [[caravan]].&lt;br /&gt;
&lt;br /&gt;
When fired, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as fired bolts are automatically [[forbidden]]; the easiest way to reclaim spent ammunition is to go to them in the [[stocks]] screen and unforbid them.&lt;br /&gt;
&lt;br /&gt;
Military barracks for [[Soldier#Marksdwarves|marksdwarves]] require [[archery target]]s for training. Bolts will be a constant demand from a training marksdwarf squad; it is recommended to create a large stock of wooden bolts for training purposes, and reserve metal bolts for actual combat use.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Hunters have a special [[Military_interface#Ammunition|section]] in the military screen, from which you can modify their ammunition allotment. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
* Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Wood&amp;diff=172652</id>
		<title>v0.34:Wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Wood&amp;diff=172652"/>
		<updated>2012-06-03T08:00:00Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Removed info about previous versions' bug (Rule T).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is produced by [[designation|{{Key|d}}esignating]] [[tree|{{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
Only [[nether-cap]] wood is [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Fall.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Saplings will randomly appear in appropriate [[soil]] (above and below ground) and [[mud]]dy underground rock (underground areas will only start to sprout saplings once you have hit the [[caverns]]) to provide a slow (but steady) supply of wood.   Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]].  The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build [[bed]]s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build [[water wheel]]s and [[windmill]]s, as well as [[axle]]s&lt;br /&gt;
**Without wood, you cannot generate ''or'' transfer [[power]].&lt;br /&gt;
*To build [[siege engine]]s and ballista bolts&lt;br /&gt;
**These can be very effective defenses when traps fail.&lt;br /&gt;
*If you want [[obsidian]] [[short sword]]s, they require one obsidian stone and one wood each (these swords likely consist of a wooden hilt with an obsidian blade or, as a more exotic alternative, a thin wooden &amp;quot;paddle&amp;quot; with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).&lt;br /&gt;
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed.  Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using [[magma]] to fuel your [[smelter]]s and [[forge]]s and have access to [[bituminous coal]] and [[lignite]]).&lt;br /&gt;
*To be burnt for [[ash]], which is used in [[Glass_industry|glass making]], [[Soap|soap making]], [[Glazing|glazing]], and for fertilizing crops.&lt;br /&gt;
&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a [[bin]], [[barrel]], [[bucket]], or [[cage]]; but if you forge them instead then they'll take three metal [[bar]]s.&lt;br /&gt;
*All metalworks ([[smelter]]s, [[forge]]s), [[glass]]works and [[ceramic]] [[kiln]]s are either coal-[[fuel]]ed or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or [[magma]] (and [[charcoal]] or [[bituminous coal|coal]] for [[steel]]).&lt;br /&gt;
*Wooden training [[weapon]]s are useful for military training started shortly after embark should you feel the need.&lt;br /&gt;
*[[Crossbow]]s can be made from wood (or [[bone]]) and may be preferred if you have a skilled [[bowyer]] but not a skilled [[weaponsmith]].&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.&lt;br /&gt;
** In particular, [[barrel]]s  can be replaced by stone [[pot]]s without having to use either fuel or magma.&lt;br /&gt;
*Once you have [[magma]] then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce [[charcoal]] for [[steel]].  If you have both, you don't need wood to produce metal or steel products.&lt;br /&gt;
**([[Bituminous coal]] ''without'' magma triples the effective output of wood, [[lignite]] doubles it.)&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Wood Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Density&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Color&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Ash (tree)]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Pale Brown|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Saguaro]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ecru|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Oak]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 700&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Auburn|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Maple]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 540&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Rust|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Chestnut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Chestnut|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Candlenut]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 140&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Ochre|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Palm]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 680&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Rubber tree|Rubber]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 490&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Flax|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Alder]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 410&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Birch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Umber|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Black-cap|Black-Cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 650&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Black|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Acacia]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Peach|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cacao tree|Cacao]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 430&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Chocolate|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Cedar]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 570&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Olive|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Feather tree|Feather Tree]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Cream|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Fungiwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Lemon|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Glumprong]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1200&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Purple|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Goblin-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Red|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Highwood]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Brown|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Kapok]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 260&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Larch]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 590&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Light Brown|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mahogany]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Mahogany|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mango_tree|Mango]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 520&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Burnt Sienna|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Mangrove]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 830&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Taupe|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Nether-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 550&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Dark Indigo|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Pine]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 510&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Beige|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Spore tree|Spore]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Teal|3:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tower-cap]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 600&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|White|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Tunnel tube|Tunnel Tube]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 500&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Violet|5:1}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Willow]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 390&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Tan|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| [[Blood thorn]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| 1250&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| {{Tile|Crimson|4:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*[[Temperate]] forest&lt;br /&gt;
*[[Tropical]] forest&lt;br /&gt;
*[[Taiga]]&lt;br /&gt;
*[[Flatland]]&lt;br /&gt;
*[[Swamp]]&lt;br /&gt;
*[[Desert]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* [[Wood industry]].&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Paved_road&amp;diff=172648</id>
		<title>Paved road</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Paved_road&amp;diff=172648"/>
		<updated>2012-06-03T04:12:20Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Fixed broken link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Road]]&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Mechanic&amp;diff=172646</id>
		<title>v0.34:Mechanic</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Mechanic&amp;diff=172646"/>
		<updated>2012-06-03T03:36:21Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Completing linking tasks also provides experience.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:48, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 4:1&lt;br /&gt;
| skill      = Mechanic&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = [[Mechanics]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Mechanisms&lt;br /&gt;
* Machine construction&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Link up lever/pressure plate&lt;br /&gt;
* Load Trap&lt;br /&gt;
| workshop   = [[Mechanic's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Mechanic''' is the skill associated with the '''mechanics''' [[labor]]. Mechanics can work at a [[mechanic's workshop]] or a [[metalsmith's forge]] to manufacture [[mechanism]]s, and place any [[building]]s that require mechanisms such as [[lever]]s, [[Gear assembly|gear]]s, [[trap]]s, and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other [[trap design|contraptions]].&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by manufacturing [[mechanism]]s in the [[mechanic's workshop]]. A dwarf with a high skill in mechanics will typically produce higher quality mechanisms, and can link up objects faster than a novice. High quality mechanisms may provide happy [[thought]]s to passing dwarves.  Skill is also gained by loading cage traps, and by completing linking tasks.&lt;br /&gt;
&lt;br /&gt;
To manufacture metal mechanisms, navigate into the trap component sub-menu at any metalsmith's forge. This process will use the '''mechanics''' [[labor]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Trap design]]&lt;br /&gt;
*[[Machine component]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Magma-safe&amp;diff=172634</id>
		<title>v0.34:Magma-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Magma-safe&amp;diff=172634"/>
		<updated>2012-06-02T23:24:11Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Added item disposal related info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|10:15, 12 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt, burn, evaporate, or otherwise take damage when in close contact with [[magma]]. Most frequently, this comes into play when using [[floodgate]]s operated by [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
For [[reaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is stable at temperatures below {{ct|12000}} is considered magma-safe. Furthermore, only [[bar]]s, [[block]]s, [[stone]], [[log]]s, and [[anvil]]s can be recognized as magma-safe - all other item types are considered unsafe, even if they are made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms from a magma-safe stone, simply ensure that they are the closest available stone to your [[mechanic]], ideally by placing a restricted [[stockpile]] around your [[mechanic's workshop]]. [[Burrow]]s can also be of assistance here, as dwarves will not attempt to pick up stone out side of their burrow assignments. However, if you have an active metalworking industry and have access to [[iron]] or [[steel]], constructing [[metal]] mechanisms is much more straightforward.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a [[pressure plate]]), only the first mechanism (attached to the object that will be submerged) need be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using [[screw pump]]s to pump the magma over [[wall]]-barriers, or using water to form [[obsidian]] to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
This property is also relevant when choosing the appropriate method for disposing of unneeded items, which can impact [[FPS]] when in large numbers. Items made of non magma-safe materials can be simply dumped into magma, which is the easiest disposal method; however, magma-safe items will need more [[Dwarven atom smasher|drastic]] measures.&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ([[Wall]], [[Floor]], [[Ramp]], and [[Stairs]]) of any material can never melt or burn - there is nothing wrong with a [[wood]]en magma reservoir.  Natural (but not constructed) [[ice]] walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* [[Fortification]]s will allow the passage of [[magma]]; however, if fortifications fill up to 7/7 depth, magma creatures will be able to swim freely through them.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), [[door]]s, [[floodgate]]s, and raised [[bridge]]s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the center of the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* A [[pump]] made with magma-safe metal pipes and screws and with magma-safe metal or stone blocks is fully magma-safe.&lt;br /&gt;
* A [[pump]] made with pipes and screws that are glass or any type of metal{{Verify}}, and blocks that are glass, or any type of metal{{Verify}}, is safe as long as no magma ever occupies the passable tile of the pump.&lt;br /&gt;
* [[Pump]]s made with [[wood]]en components will burst into flames the instant they are turned on.&lt;br /&gt;
* [[Pump]]s made with non-magma-safe stone blocks have been reported to melt after prolonged operation.&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
[[Glass]] behaves oddly in regards to magma.  All types of glass are technically magma safe, based on a melting point of 13600&amp;lt;!-- verified from disassembly--&amp;gt; (the same as that of bauxite); however, small glass objects (such as [[instrument]]s) seem to be instantly destroyed if dropped in magma{{verify}}. So glass [[statue]]s, [[screw pump]]s, and [[floodgate]]s are all fine when submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Glass barriers still require magma-proof mechanisms to operate without deconstructing.&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly {{ct|12000}}.&lt;br /&gt;
&lt;br /&gt;
The chance of striking a magma-safe stone is roughly around 32%, not including the natural abundance of certain stone. It is important to note whether or not your fortress may already have access to magma-safe resources before attempting to deliberately find some.&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes [[door]]s, [[floor hatch]]es, [[floodgate]]s, [[bridge]]s, [[screw pump]]s, and [[mechanism]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Where= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Alunite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=13,690°U (3722°F/2051°C)|Where=All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Anhydrite]]|Appear={{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}|Temp=12,610°U (2642°F/1450°C)|Where=[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Basalt]]|Appear={{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous extrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Bauxite]]|Appear={{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,600°U (3632°F/2000°C)|Where=All [[Sedimentary]]'''(L)'''|Notes=dark red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Calcite]]|Appear={{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,902°U (2934°F/1613°C)|Where=[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|Notes=[[flux]] stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chert]]|Appear={{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}|Temp=13,101°U (3133°F/1723°C)|Where=[[Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Chromite]]|Appear={{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,645°U (3677°F/2026°C)|Where=[[Olivine]]'''(V)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Dolomite]]|Appear={{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}|Temp=16,507°U (6539°F/3619°C)|Where=[[Sedimentary]] layer stone|Notes=[[Flux]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Gabbro]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,160°U (2192°F/1200°C)|Where=[[Igneous intrusive]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Ilmenite]]|Appear={{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,457°U (2489°F/1365°C)|Where=[[Gabbro]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Kaolinite]]|Appear={{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}|Temp=13,150°U (3182°F/1751°C)|Where=All [[Sedimentary]]'''(L)'''|Notes=dark red, [[porcelain]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Mica]]|Appear={{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}|Temp=12,295°U (2327°F/1275°C)|Where=All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Obsidian]]|Appear={{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}|Temp=13,600°U (3632°F/2001°C)|Where=[[Igneous extrusive]] layer stone|Notes=value 3, can be &amp;quot;[[obsidian farming|manufactured]]&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Olivine]]|Appear={{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}|Temp=13,168°U (3200°F/1761°C)|Where=[[Gabbro]]'''(L)'''|Notes=green}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Orthoclase]]|Appear={{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}|Temp=12,250°U (2282°F/1250°C)|Where=All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|Notes=yellow}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Periclase]]|Appear={{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}|Temp=15,040°U (5072°F/2803°C)|Where=[[Marble]]'''(S)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Petrified wood]]|Appear={{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}|Temp=12,970°U (3002°F/1650°C)|Where=All [[Sedimentary]]'''(S)'''|Notes=bright red}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Pitchblende]]|Appear={{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Quartzite]]|Appear={{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,970°U (3002°F/1650°C)|Where=[[Metamorphic]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Rutile]]|Appear={{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}|Temp=13,285°U (3214°F/1826°C)|Where=All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|Notes=purple}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Sandstone]]|Appear={{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}|Temp=12,070°U (2102°F/1149°C)|Where=[[Sedimentary]] layer stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl=[[Talc]]|Appear={{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}|Temp=12,700°U (2732°F/1500°C)|Where=[[Dolomite]]'''(L)'''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Adamantine]]|Appear={{Raw Tile|╪|3:3:1}} {{Raw Tile|≡|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Iron]]|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,768°U (2800°F/1538°C)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Nickel]]|Appear={{Raw Tile|╪|7:3:0}} {{Raw Tile|≡|7:0}}|Temp=12,619°U (2651°F/1455°C)}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Pig iron]]|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Platinum]]|Appear={{Raw Tile|╪|7:7:1}} {{Raw Tile|≡|7:1}}|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl=[[Steel]]|Appear={{Raw Tile|╪|0:7:1}} {{Raw Tile|≡|0:1}}|Temp=12,718°U (2750°F/1510°C)|Notes=Armor/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Cassiterite]]|Appear={{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}|Temp=12,025°U (2057°F/1124°C)|Where=[[Granite]]'''(V)'''|Notes=Ore of [[tin]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Galena]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=12,005°U (2037°F/1113°C)|Where=All [[Igneous extrusive]]'''(V)''', All [[Metamorphic]]'''(V)''', [[Granite]]'''(V)''', [[Limestone]]'''(V)'''|Notes=Ore of [[lead]] and [[silver]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Hematite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}|Temp=12,736°U (2768°F/1520°C)|Where=All [[Sedimentary]]'''(V)''', All [[Igneous extrusive]]'''(V)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Magnetite]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}|Temp=12,768°U (2800°F/1538°C)|Where=All [[Sedimentary]]'''(L)'''|Notes=Ore of [[iron]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=[[Native platinum]]|Appear={{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}|Temp=13,182°U (3214°F/1768°C)|Where=[[Olivine]]'''(V)''', [[Magnetite]]'''(V)''', [[Chromite]]'''(S)'''|Notes=Ore of [[platinum]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''[[Sphalerite]]''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}|Temp=&amp;lt;s&amp;gt;''12,133°U (2165°F/1185°C)''&amp;lt;/s&amp;gt;|Where=All [[Metamorphic]]'''(V)'''|Notes=Ore of [[zinc]]&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Wood|Matl=[[Nether-cap]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|♠|1:0:0}} {{Raw Tile|▬|1:0:0}}|Temp=N/A|Where=[[Cavern]] (depth 3)|Notes=Naturally cold&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl=[[Raw adamantine]]|Appear={{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}|Temp=25,000°U (15,032°F/8333°C)|Where=The depths|Notes=Ore of [[adamantine]]}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Fire imp]]|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Leather|Matl=[[Dragon]]|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=Dragon scales actually cannot be tanned}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Fire imp]]|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl=[[Dragon]]|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Glass|Matl=Green glass|Appear={{Raw Tile|≡|2:2:1}} {{Raw Tile|■|2:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=Clear glass|Appear={{Raw Tile|≡|3:3:1}} {{Raw Tile|■|3:0}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Glass|Matl=Crystal glass|Appear={{Raw Tile|≡|7:7:1}} {{Raw Tile|■|7:1}}|Temp=13,600°U (3632°F/2001°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
:2. '''°U''' = degrees in [[Main:Urist|Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at {{ct|12005}} or {{ct|55000}} &amp;amp;mdash' they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
:3. There are three iron ores in the game (four if you count [[goblin|goblinite]]). Of these, only [[hematite]] and [[magnetite]] are magma safe.&lt;br /&gt;
:4. Sphalerite has ''no'' melting point, but '''boils''' at {{ct|12133}} &amp;amp;mdash; further research is necessary in this context &amp;amp;mdash; use at your own risk for the time being. This is accurate for the actual mineral, which sublimes at this temperature rather than having a liquid state, but how it behaves in Dwarf Fortress may be unclear.&lt;br /&gt;
:5. [[Nether-cap]] logs are naturally cold at {{ct|10000}}, rendering it fully magma safe, except that nether-cap products [[dump]]ed into magma are destroyed.&lt;br /&gt;
&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|Magma safe materials}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=172629</id>
		<title>v0.34:Bolt</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Bolt&amp;diff=172629"/>
		<updated>2012-06-02T21:13:32Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Expanded info on loss of masterwork bolts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:53, 26 December 2010 (UTC)}}{{buggy}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ammunition]] for [[crossbow]]s. Can be made from [[wood]], [[bone]], or weapon-grade [[metal]]s.&lt;br /&gt;
&lt;br /&gt;
Wooden and metal bolts produce a [[stack]] of 25 per [[log]] or [[bar]].&lt;br /&gt;
&lt;br /&gt;
Making bone bolts will take only one bone away from a stack and turn it into 5 bolts.&lt;br /&gt;
&lt;br /&gt;
Wooden and bone bolts are made in a [[Craftsdwarf's workshop]]. Metal bolts are forged at a [[Metalsmith's forge]] or [[Magma forge]].&lt;br /&gt;
&lt;br /&gt;
Wooden bolts use the Woodcrafting skill to make.  Bone bolts require Bonecrafting and metal bolts require Weaponsmithing (not Metalcrafting).  The ''Make bolts'' order creates 1 stack of bolts (25/5 bolts depending materal) per order, not 1 individual bolt.&lt;br /&gt;
[[Quiver]]s are always required for bolts to be equipped.&lt;br /&gt;
&lt;br /&gt;
When fired, Bolts have a chance of shattering on impact or bouncing off and being able to be reclaimed- However, when on the ground they are forbidden.&lt;br /&gt;
&lt;br /&gt;
Tests show that where even masterwork wooden bolts bounce harmlessly off copper armor, iron bolts pierce without any issue. Bone bolts are significantly better than wood, but metal bolts are still recommended for military use.&lt;br /&gt;
&lt;br /&gt;
==Masterwork Bolts==&lt;br /&gt;
As with other items, high-skill dwarves can make masterwork-[[Item quality|quality]] bolts.  While they don't care if the bolts are fired and shatter on impact, they do get [[thought|upset]] if a bolt gets carried off the map - say by a retreating enemy with the bolt stuck in him.&lt;br /&gt;
&lt;br /&gt;
The simplest remedy for this is to simply '''make more bolts''' - a dwarf who has produced hundreds of masterwork bolts will be more annoyed by [[fly|flies]] than the loss of a masterwork. This is because the happiness penalty for the loss of a masterwork is divided by the number of remaining masterwork items made by that dwarf (see [[List of Dwarven Thoughts]] for more information).&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Tests show that even wooden bolts are effective against armored targets with the new release. Copper bolts have been known to pierce adamantium consistently. {{bug|5516}} &lt;br /&gt;
&lt;br /&gt;
Bone bolts are not advisable for weapon traps as only a stack of 5 will be stored per crossbow, making frequent restocking necessary.&lt;br /&gt;
&lt;br /&gt;
It is largely unclear what of the above constitutes a bug and what is intended behaviour.&lt;br /&gt;
&lt;br /&gt;
*If squad is assigned multiple ammo types, dwarves with &amp;quot;individual choice ranged&amp;quot; carry wrong ammo{{bug|1374}}.&lt;br /&gt;
*Masterwork bolts cause unhappy thoughts when they get carried off the map or melted down{{bug|3169}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[ITEM_AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
[NAME:bolt:bolts]&lt;br /&gt;
[CLASS:BOLT]&lt;br /&gt;
[SIZE:150]&lt;br /&gt;
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Engraver&amp;diff=172600</id>
		<title>v0.34:Engraver</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Engraver&amp;diff=172600"/>
		<updated>2012-06-02T05:12:39Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Added another, renewable training method.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:43, 6 January 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 7:1&lt;br /&gt;
| skill      = Engraver&lt;br /&gt;
| profession = [[Stoneworker]]&lt;br /&gt;
| job name   = [[Stone detailing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Smooth stone&lt;br /&gt;
* Engrave stone&lt;br /&gt;
* Carve fortifications&lt;br /&gt;
* Engrave track&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense &lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Engraver''' is the skill used for [[smoothing]] or [[engraving]] the walls and floors of your fortress. It is only possible to smooth and engrave natural [[stone]] walls and floors, not constructed or soil ones. Engravers also carve  [[fortification]]s into constructed walls and [[minecart]] tracks into natural stone floors and [[ramp]]s. The skill of the engraver does not affect the [[quality]] of smoothed tiles, but does affect the quality of engraved tiles. It is a good idea to train engravers by having them smooth large areas before engraving anything. However, since smoothing can only be done on a natural surface, there is a limited (albeit huge) surface to train engravers. Players concerned with using as little non-renewable resources as possible can instead resort to building constructed walls, designating them for fortification engraving via {{k|d}}-{{k|a}}, and de-constructing them afterwards; since fortifications don't have quality, this will never cause a negative [[thought]] for the engraver.&lt;br /&gt;
&lt;br /&gt;
Engraving is also used to inscribe memorial [[slab]]s.  Once a [[mason]] has prepared the slab, it can be inscribed with the victim's name at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Engraving is a good way to gain experience.  Smoothing improves your fortress, doesn't consume resources, doesn't create garbage and builds experience very quickly at the higher skill levels. It's also a wonderful way to utilize idlers, in a less-busy fort, for its low level of designating needed.&lt;br /&gt;
&lt;br /&gt;
While experienced dwarves are more likely to engrave historical events than a novice, it is unclear if personality has any effect.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Preferences&amp;diff=172599</id>
		<title>v0.34:Preferences</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Preferences&amp;diff=172599"/>
		<updated>2012-06-02T05:00:50Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: /* Value Considerations */ Added note on selecting material to prevent negative thoughts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Preferences are [[material]]s, [[creature]]s, or objects described as being liked by a dwarf in their profile. A dwarf's preferences (and disliked vermin) tend to feature in artwork the dwarf makes more often than subjects not listed in a dwarf's profile. For example, a mason that likes [[cow]]s for their haunting moos and absolutely detests [[bat]]s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.&lt;br /&gt;
&lt;br /&gt;
==Benefits to Productivity==&lt;br /&gt;
A dwarf working with a material they like will produce higher [[quality]] goods. For example, a [[mechanic]] that likes olivine will generally make better [[olivine]] mechanisms than [[granite]] ones. This is most important during [[embark]], when individual personality profiles and skills can be best matched up according to your specifications. &lt;br /&gt;
&lt;br /&gt;
Want high quality bedrooms? Make the dwarf that likes [[bed]]s your [[carpenter]]. (For some reason, only a few dwarves love beds, others just live with mutual acceptance of them.) Want to build wealth absurdly fast? Make the dwarf that likes gold your [[blacksmith]]. Want to outfit your military with classy armor? [[armorsmith|Urist McLikesbreastplates]] would be a good candidate for the job.&lt;br /&gt;
&lt;br /&gt;
==Value Considerations==&lt;br /&gt;
&lt;br /&gt;
It has been noted that preferences have an effect on how dwarves perceive the value of a [[room]] and [[furniture]], though the exact details are not yet known. This can be both a blessing and a curse. &lt;br /&gt;
&lt;br /&gt;
A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier. &lt;br /&gt;
&lt;br /&gt;
If your king absolutely detests large roaches, a ☼platinum [[statue]] of a [[large roach]]☼ in their bedroom will actually give them ''negative'' thoughts about their [[bedroom]]. This problem can be easily avoided by carefully selecting the statue that is going to be built by e{{k|x}}panding the material selection menu.&lt;br /&gt;
&lt;br /&gt;
This phenomenon is particularly important when choosing an [[engraver]]: although rare, some dwarves do not detest [[vermin]], and will therefore do things like fill your rat-phobic [[mayor]]'s [[office]] with masterfully designed images of [[rat]]s.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172505</id>
		<title>v0.34 Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172505"/>
		<updated>2012-05-31T21:26:47Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this page should be merged into the [[Fire|Fire]] page as a subsection, leaving only the appropriate redirect. Reasons are:&lt;br /&gt;
* This page is rather small, as there is not much to be said. Since Fire is not a huge article, merging would result in a single, medium-sized article with all relevant information in one place.&lt;br /&gt;
* The only bits of info it is lacking are already present in the Fire page, and adding more to this article would only increase the amount of redundant information.&lt;br /&gt;
* It would also help to keep the information consistent if both pages were a single one.&lt;br /&gt;
I'd make the merge right now, but it's a pretty big change and I'm quite green in this wiki; to prevent controversy and newbie-bashing, I'll leave this here, if this message receives no (negative) answer in a few days, I'll merge the pages.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Seikatsukan|Seikatsukan]] 22:26, 28 May 2012 (UTC)&lt;br /&gt;
: I like the fact you are asking, but in my opinion I'd say no, actually (just my 2 Dwarfbucks). There are specific requirements for &amp;quot;fire-safe&amp;quot; materials noted in-game, and I know that searching for the SPECIFIC in-game term has helped me many times. Fire and Fire-safe may seem integral but in fact the property of fire-safe is very useful to know, enough to warrant a separate page -- [[User:Kalon|Kalon]] 02:42, 29 May 2012 (UTC)&lt;br /&gt;
:: Good point; keeping separate pages, while resulting in redundant information, does help to find the information quicker than in a large page with a broader focus. Fair enough, I'll try and improve this page on it's own instead. Maybe a table of fire-safe materials like the one the magma-safe page has could be useful, and I want to try out how the always-cold Nether Cap wood interacts with fire and furnaces. --[[User:Seikatsukan|Seikatsukan]] 21:23, 30 May 2012 (UTC)&lt;br /&gt;
::: I've been able to burn nether cap logs in a wood furnace with no issues, so unless this was changed in 34, furnaces do not take fixed temperature into account. -- [[User:Qazmlpok|Qazmlpok]] 19:01, 31 May 2012 (UTC)&lt;br /&gt;
:::: Good to know, but I was wondering more about Nether Cap coming in actual contact with fire. As far as I know, the game could be only checking for some kind of [WOOD] tag in order to turn it to ash/charcoal. After all, charcoal is not supposed to be fire-safe, yet you can build furnaces out of it (I have, and they work!). Kinda wonky, if you ask me. --[[User:Seikatsukan|Seikatsukan]] 21:26, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except for dragonfire, fire won't burn rock, metal, trees, unmined lignite or coal, constructions made from wood (wall, floor, etc).&amp;quot;   ... i think the crux of the issue is that this sentence from the fire page is missing here.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=172489</id>
		<title>v0.34:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=172489"/>
		<updated>2012-05-31T06:34:46Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Redlink.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:21, 22 May 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress; it does not include [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low-value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal|Metals &amp;amp; Alloys]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
During the game, you can press {{key|z}} and then navigate to &amp;quot;stone&amp;quot;. The list there covers all types of rocks and ores, and tells you what rocks can be smelted into.  &lt;br /&gt;
&lt;br /&gt;
==Table of Rocks==&lt;br /&gt;
&lt;br /&gt;
''(Some materials are worth an additional comment; these are numbered, with footnotes below the table.)''&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Appearance*'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw adamantine|Adamantine, raw]]||special ore&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Becomes [[Adamantine]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, by far the most valuable substance||{{Raw Tile|£|3:7:1}} {{Raw Tile|*|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alabaster]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native aluminum|Aluminum, native]]||high-value ore||Smelt into [[Aluminum]], a high-value decorative [[metal]]||{{Raw Tile|^|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[layer]] stone||Low-value stone||{{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[layer]] stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||stone||Low-value [[magma-safe]] stone; only source of some high-value gems||{{Raw Tile|+|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare ore||Ingredient of [[bismuth bronze]]||{{Raw Tile|%|7:7:1}} {{Raw Tile|*|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|☼|0:7:1}} {{Raw Tile|☼|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||stone||Low-value stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||stone||Low-value stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon ore||Smelt into [[Tin]], a low-value metal; ingredient of [[Bronze]]s; [[magma-safe]]||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[layer]] stone|| Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#61;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||stone||Low-value stone||{{Raw Tile|£|4:7:1}} {{Raw Tile|*|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||layer stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||stone||Low-value stone||{{Raw Tile|£|1:7:1}} {{Raw Tile|*|1:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[layer]] stone||Low-value stone||{{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native copper|Copper, native]]||low-value ore||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|6:7:0}} {{Raw Tile|*|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||stone||Low-value stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dacite]]||[[layer]] stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[layer]] stone||Low-value stone||{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[layer]] stone||[[Flux]], mid-value [[magma-safe]] stone||{{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[layer]] stone||Low-value [[magma-safe]] stone; only source of some [[ore]]s &amp;amp; [[gem]]s||{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||ore||Smelt into [[Lead]], a low-value metal, with a 50% chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; for [[Silver]]; [[magma-safe]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon ore||Smelt into [[Nickel]], a low-value [[magma-safe]] metal ||{{Raw Tile|£|2:7:1}} {{Raw Tile|*|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[layer]] stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native gold|Gold, native]]||ore||Smelt into [[Gold]], a high-value [[metal]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[layer]] stone||Low-value stone; only source of some ores; relatively rich in content||{{Raw Tile|▓|7:0}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||stone||Flammable||{{Raw Tile|o|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|#|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|£|4:7:0}} {{Raw Tile|*|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||stone||Low-value stone||{{Raw Tile|&amp;quot;|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||stone/water&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Frozen Water||{{Raw Tile|█|3:3:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||stone||Low-value stone||{{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||stone||Low-value [[magma-safe]] stone; used for making [[porcelain]]||{{Raw Tile|&amp;amp;#61;|4:7:0}} {{Raw Tile|•|4:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||stone|| Low-value stone; only source of [[Faint yellow diamond|diamond]]s||{{Raw Tile|%|1:7:0}} {{Raw Tile|•|1:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||stone||Smelt into [[Fuel]], flammable||{{Raw Tile|*|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]||{{Raw Tile|£|6:7:1}} {{Raw Tile|*|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value ore||Smelt into [[Iron]], a mid-value metal; ingredient for [[Steel]]; [[magma-safe]]||{{Raw Tile|~|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value ore||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s||{{Raw Tile|£|2:7:0}} {{Raw Tile|*|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[layer]] stone||[[Flux]], mid-value stone||{{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|v|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||stone||Low-value stone||{{Raw Tile|%|3:7:1}} {{Raw Tile|•|3:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[layer]] stone||Low-value stone||{{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[layer]] stone||High-value [[magma-safe]] stone; used to create stone [[short sword]]s; &amp;lt;br /&amp;gt;signifies nearby [[magma]] if not a layer||{{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||stone||Low-value [[magma-safe]] stone; may contain [[Platinum]]||{{Raw Tile|%|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||stone||Low-value stone||{{Raw Tile|-|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|,|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[layer]] stone||Low-value stone||{{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|*|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native platinum|Platinum, native]]||high-value ore||Smelt into [[Platinum]], a highest-value decorative [[metal]]||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||stone|| Low-value stone||{{Raw Tile|Θ|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[layer]] stone||Low-value [[magma-safe]] stone||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||stone||Low-value stone||{{Raw Tile|%|4:7:1}} {{Raw Tile|•|4:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[layer]] stone||Low-value stone||{{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[layer]] stone||Low-value stone||{{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|`|5:7:0}} {{Raw Tile|•|5:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||stone||Low-value stone||{{Raw Tile|x|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[layer]] stone||Low-value [[magma-safe]] stone||{{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[layer]] stone||Low-value stone||{{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||stone||Low-value stone; used for making [[plaster]]||{{Raw Tile|;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||stone||Low-value stone||{{Raw Tile|≈|2:7:0}} {{Raw Tile|•|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[layer]] stone||Low-value stone||{{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[layer]] stone||Low-value stone||{{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Native silver|Silver, native]]||ore||Smelt into [[Silver]], a mid-value metal||{{Raw Tile|£|7:7:1}} {{Raw Tile|*|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slade]]||special stone||Not workable by dwarves||{{Raw Tile|░|0:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[layer]] stone||Low-value stone||{{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon ore||Smelt into [[Zinc]], a low-value metal; ingredient for [[Brass]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||stone||Low-value stone||{{Raw Tile|%|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||stone||Low-value stone||{{Raw Tile|&amp;amp;#61;|6:7:1}} {{Raw Tile|•|6:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||stone||Low-value [[magma-safe]] stone||{{Raw Tile|&amp;amp;#124;|7:7:1}} {{Raw Tile|•|7:1}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value ore||Smelt into useful [[Copper]]; ingredient of [[Bronze]]s;&amp;lt;br /&amp;gt; has a 20% additional chance&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; of [[Silver]]; smelt into [[Billon]]||{{Raw Tile|£|0:7:1}} {{Raw Tile|*|0:1}}&lt;br /&gt;
|}&lt;br /&gt;
:''(* Each stone is one of 16 [[color scheme|colors]] in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.)''&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
# '''Adamantine''' is not exactly like other metals, although it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred''). See [[adamantine]] for a full discussion of this unusual and wondrous material.&lt;br /&gt;
# '''% chance''' for additional metals: when [[Galena]] and [[Tetrahedrite]] are smelted, they produce (respectively) one lead or one copper bar, 100% of the time. They occasionally produce a second, ''additional'' bar of the second metal, with the percent chance as listed above.&lt;br /&gt;
# '''Ice''' has some ''very'' unusual properties in Dwarf Fortress, and can be disastrous if misused.  See article on [[ice]] for a more complete discussion.&lt;br /&gt;
&lt;br /&gt;
===The Value of Rocks &amp;amp; Metals===&lt;br /&gt;
You won't find the terms &amp;quot;low-value&amp;quot; or &amp;quot;highest-value&amp;quot; used in the game, but they're handy here for rough comparison.  &amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  The &amp;quot;material value&amp;quot; number multiplies any final product that is created with that material by that number.  An average generic statue (base value 25) is worth much more than an average generic throne (base value 10), but a throne carved from raw [[native gold|gold nuggets]] (10 x 30 = 300) will be worth far more than a common-stone statue (25 x 1 = 25). ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - when in doubt, go for the more valuable stuff. &lt;br /&gt;
&lt;br /&gt;
Common '''stones''' ''(the vast majority)'' have a value multiplier of x1, mid-value ''(all [[flux]] stones like marble)'' are x2, and high-value ''([[obsidian]] only)'' is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.  Metal [[ore]]s have varying values, from 2-40, and can either be treated as stone or smelted into bars of metal.&lt;br /&gt;
&lt;br /&gt;
For '''metals''', low-value ''(like copper or nickel)'' is x2.  Mid-value ''(silver or iron)'' is around x10, high-value ''(gold, steel)'' is x30, and highest-value ''(platinum, aluminum)'' is x40.&lt;br /&gt;
&lt;br /&gt;
Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like brass or bronze are often more valuable than the sum of their pure metal ingredients, and have a true spectrum of values between 3-23. ''(Alloy values are not listed in this article.)''  &lt;br /&gt;
&lt;br /&gt;
Any metal can be crafted into decorations, furniture, or buildings. Only copper, bronzes, iron, steel, and adamantine can make weapons, armor, and picks, with silver also able to be forged into melee weapons.&lt;br /&gt;
&lt;br /&gt;
''(For comparison, all [[wood]] has a value of x1, equal to common stone.)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- rock finding information not copied from the 40d page, as I am not certain of its accuracy --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Stone|*}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Platinum&amp;diff=172488</id>
		<title>v0.34:Platinum</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Platinum&amp;diff=172488"/>
		<updated>2012-05-31T06:04:49Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Redlinks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:29, 21 April 2011 (UTC)}}{{Metal|name=Platinum|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native platinum|Platinum nuggets]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
* [[Magma-safe|Magma safe]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Platinum''' is an extremely valuable metal, second only to [[adamantine]]. Platinum is magma-safe and is significant for being the heaviest metal.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Clothing&amp;diff=172474</id>
		<title>v0.34:Clothing</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Clothing&amp;diff=172474"/>
		<updated>2012-05-30T21:50:26Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Confirmed accelerated decay speed for clothing in refuse pile, added use for that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:54, 8 October 2010 (UTC)}}{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
&lt;br /&gt;
'''Clothes''' are items made out of [[cloth]] or [[leather]] which are worn by sentient [[creature]]s to protect them from the elements, from damage, and to cover themselves.  Articles of clothing work similarly to [[armor]], but are distinguished by the fact that they are ''owned'' by your dwarves, and [[wear|wear out]] over time.  Technically, clothing is simply [[armor]] with an armor level of 0.  In particular, boots (low or high) are armor, and not clothing.&lt;br /&gt;
&lt;br /&gt;
In theory, clothing provides less protection against attacks than &amp;quot;real&amp;quot; armor, but some players claim that leather cloaks and hoods offer significant protection from attacks.  Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts and artifact glass serrated disks could not pierce [[goblin]] clothes.&lt;br /&gt;
&lt;br /&gt;
Currently dwarves need no protection from cold environments, but get bad [[thought]]s if they are naked, or wearing old or tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim, and wear, clothing automatically. Dwarves may incur several different clothing-related bad thoughts:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing [[wear|old or tattered]] clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not &amp;quot;x&amp;quot; wear)&lt;br /&gt;
* Clothing rots away while worn&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and they stack with each other. [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items.  Note that items of armor (e.g. boots, etc.) do not count as clothes, so military dwarves should wear armor over their clothes.  A tantruming military is the last thing you want.&lt;br /&gt;
&lt;br /&gt;
Another use for clothes (besides selling them to [[caravan]]s) is keeping your dwarves from stepping barefoot in the [[syndrome|poisonous]] blood left by some [[forgotten beast]]s.&lt;br /&gt;
&lt;br /&gt;
Clothes are stored as [[finished goods]], and may be stored in [[bin]]s.  Dwarves will store their personal unworn clothing in their rooms, either directly on the floor, or in [[cabinet]]s.&lt;br /&gt;
&lt;br /&gt;
While in a stockpile (or a dwarf's personal quarters), clothing is usually safe from being damaged, but as soon as a dwarf puts on an item of clothing, it begins to degrade, and will [[wear|wear out]] eventually.  Clothing that is owned but which is not worn and not in a dwarf's quarters will eventually revert to unowned status, eligible to be picked up by some desperate, rag-clad (or unclad) boor.  Clothing which is in a [[stockpile#Refuse|refuse stockpile]] degrades very quickly, which helps lower the number of in-game items by destroying old clothing that won't see further use; one way to take advantage of this is designating a refuse stockpile in the same tile as a [[Activity_zone#Garbage_Dump|garbage dump activity zone]], and then marking all the discarded clothing for dumping.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by larger or smaller creatures. For dwarves, this applies to clothes and armor worn by [[human]]s and [[troll]]s (which will appear to be &amp;quot;'''large'''&amp;quot;(*) as well as [[kobold]]s (which will appear to be &amp;quot;'''small'''&amp;quot;); [[goblin]]s and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
Any clothing/armor that isn't ''small'' or ''large'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
&lt;br /&gt;
:''(*) With one exception: Items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  There are no &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is definitive.)''&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Children are supposed to be immune to negative thoughts from clothing in version 0.34.07 but this is not working as documented.{{bug|5748}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts, to indoctrinate them in proper sock hoarding behavior, and to frighten unruly children into better behavior: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;  So great is the dwarf's fear of a sock shortage that they will sacrifice their own well-being and even lives to make sure that even one single sock will not be overlooked.  It is unknown how such an utterly primitive race such as dwarves could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself on every other world that dwarves live.  Most believe that this is once more the touch of Armok on their sodden and constantly intoxicated brains.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172473</id>
		<title>v0.34 Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172473"/>
		<updated>2012-05-30T21:23:07Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this page should be merged into the [[Fire|Fire]] page as a subsection, leaving only the appropriate redirect. Reasons are:&lt;br /&gt;
* This page is rather small, as there is not much to be said. Since Fire is not a huge article, merging would result in a single, medium-sized article with all relevant information in one place.&lt;br /&gt;
* The only bits of info it is lacking are already present in the Fire page, and adding more to this article would only increase the amount of redundant information.&lt;br /&gt;
* It would also help to keep the information consistent if both pages were a single one.&lt;br /&gt;
I'd make the merge right now, but it's a pretty big change and I'm quite green in this wiki; to prevent controversy and newbie-bashing, I'll leave this here, if this message receives no (negative) answer in a few days, I'll merge the pages.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Seikatsukan|Seikatsukan]] 22:26, 28 May 2012 (UTC)&lt;br /&gt;
: I like the fact you are asking, but in my opinion I'd say no, actually (just my 2 Dwarfbucks). There are specific requirements for &amp;quot;fire-safe&amp;quot; materials noted in-game, and I know that searching for the SPECIFIC in-game term has helped me many times. Fire and Fire-safe may seem integral but in fact the property of fire-safe is very useful to know, enough to warrant a separate page -- [[User:Kalon|Kalon]] 02:42, 29 May 2012 (UTC)&lt;br /&gt;
:: Good point; keeping separate pages, while resulting in redundant information, does help to find the information quicker than in a large page with a broader focus. Fair enough, I'll try and improve this page on it's own instead. Maybe a table of fire-safe materials like the one the magma-safe page has could be useful, and I want to try out how the always-cold Nether Cap wood interacts with fire and furnaces. --[[User:Seikatsukan|Seikatsukan]] 21:23, 30 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Except for dragonfire, fire won't burn rock, metal, trees, unmined lignite or coal, constructions made from wood (wall, floor, etc).&amp;quot;   ... i think the crux of the issue is that this sentence from the fire page is missing here.&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172406</id>
		<title>v0.34 Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Fire-safe&amp;diff=172406"/>
		<updated>2012-05-28T22:26:11Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Suggesting merge with Fire page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe this page should be merged into the [[Fire|Fire]] page as a subsection, leaving only the appropriate redirect. Reasons are:&lt;br /&gt;
* This page is rather small, as there is not much to be said. Since Fire is not a huge article, merging would result in a single, medium-sized article with all relevant information in one place.&lt;br /&gt;
* The only bits of info it is lacking are already present in the Fire page, and adding more to this article would only increase the amount of redundant information.&lt;br /&gt;
* It would also help to keep the information consistent if both pages were a single one.&lt;br /&gt;
I'd make the merge right now, but it's a pretty big change and I'm quite green in this wiki; to prevent controversy and newbie-bashing, I'll leave this here, if this message receives no (negative) answer in a few days, I'll merge the pages.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Seikatsukan|Seikatsukan]] 22:26, 28 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Calite/Gloss_Guide&amp;diff=172378</id>
		<title>User talk:Calite/Gloss Guide</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Calite/Gloss_Guide&amp;diff=172378"/>
		<updated>2012-05-28T03:29:00Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Created page with &amp;quot;Nice guide, but there seems to be an inconsistency: in the drinks section, you state that dwarves will eventually deprive themselves of alcohol...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice guide, but there seems to be an inconsistency: in the [[User:Calite/Gloss_Guide#Drinks|drinks]] section, you state that dwarves will eventually deprive themselves of alcohol if only given one kind of it. This is in direct contradiction with what's stated in the [[Alcohol#Variety|Alcohol]] page, which states that dwarves will get a negative thought from lack of variety but never stop drinking. My current dwarves have drank nothing but dwarven wine for five years, but they haven't stopped depleting my reserves at all, and have no deprivation-related thoughts either. You might want to check that out. --[[User:Seikatsukan|Seikatsukan]] 03:29, 28 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Fire-safe&amp;diff=172376</id>
		<title>v0.34:Fire-safe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Fire-safe&amp;diff=172376"/>
		<updated>2012-05-28T02:58:07Z</updated>

		<summary type="html">&lt;p&gt;Seikatsukan: Corrected: magma powered buildings do need magma-safe material, not just fire-safe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:03, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Fire-safe materials are those that are not damaged by fire. These materials include glass, metal, and most stone. No types of wood are fire-safe, and neither are [[charcoal]] or [[coke]]. [[Bituminous coal]] and [[lignite]] are flammable stone, and therefore not fire-safe. Fire-safe materials are only required when the object is going to come into contact with extreme heat, such as all non magma-powered [[Furnace|furnaces]] and the [[metalsmith's_forge|forge]]. For the magma-powered versions of these buildings, as well as anything that will be in ''direct'' contact with magma such as [[floodgate|floodgates]], fire-safe material is not enough: it has to be [[magma_safe|magma-safe]].&lt;br /&gt;
&lt;br /&gt;
Flux materials, such as [[limestone]], which are consumed in the purification of [[pig iron]] to produce [[steel]], are considered fire-safe. It is perfectly fine to use limestone as a flux material to make steel in a limestone smelter.&lt;br /&gt;
&lt;br /&gt;
As far as the game is concerned, only materials which are stable at temperatures below 11000 (1032°F, or about 555.6°C) are considered fire-safe. Furthermore, the game only considers [[bar]]s, [[block]]s, [[stone]], [[log]]s, and [[anvil]]s to be ''capable'' of being fire-safe - all other item types are rejected outright. Despite this temperature being considered fire-safe, actual [[fire]] generates temperatures as high as 11640 (1672°F, or about 911.1°C).&lt;/div&gt;</summary>
		<author><name>Seikatsukan</name></author>
	</entry>
</feed>