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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Swenthorian</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Swenthorian"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Swenthorian"/>
	<updated>2026-05-03T00:52:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Honey_badger_man&amp;diff=311691</id>
		<title>Honey badger man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Honey_badger_man&amp;diff=311691"/>
		<updated>2025-11-19T09:03:55Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Added a cultural reference.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=honey_badger_man_sprite.png&lt;br /&gt;
|portrait=honey_badger_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Honey badger men''' are [[animal people]] variants of the common [[honey badger]] who can be found in [[savage]] [[tropical]] and [[desert]] regions. They spawn in groups of 5-10 individuals and may pose a threat to passing [[dwarves]] as, like their animal counterparts, they are prone to rage and may flip out at other nearby creatures. Like the normal honey badgers, they are also [[Steals food|food]] [[Thief|thieves]]. In terms of size, they are a little over half the weight of the average dwarf.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] honey badger men for their ''fearlessness'' and their ''tenacity''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''Honey badger men''' are very loyal creatures, especially towards [http://www.youtube.com/watch?v=e2JXgQxiDYo&amp;amp;list=PLXX7Rp0iXj0klmNiJH79gzGAsdI0BHvm8 demigod] [[leopard seal man|leopard seal men]], following them without question, as long as the reason for following them is entertaining the world and not [[goblin]] genocide. Although they do not know how to make weaponry of any sort, they do get particularly confident when armed with [[pike]]s, even suicidally so.&lt;br /&gt;
&lt;br /&gt;
Some dwarves say they are nasty, but others don't give a flip.&lt;br /&gt;
&lt;br /&gt;
[[File:badger_man.png|thumb|261px|center|Less hostile than the animal version.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Lair&amp;diff=311638</id>
		<title>Lair</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Lair&amp;diff=311638"/>
		<updated>2025-11-16T21:44:57Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Oxford comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Lair''' ([[File:icon_site_lair_burrow.png]]) is the hideout of either a [[megabeast]], a [[semi-megabeast]] or a [[Name#Animal_and_megabeast_names|named]] large predator (usually giant animals, if the said creature manages to kill at least one [[historical figure]] during [[world generation]]). There are three types of lairs: burrow, mound, and wilderness location. In ASCII mode, burrows and mounds are marked as {{Raw Tile|•|0:0:1}} on world map, while wilderness locations are marked as {{Raw Tile|•|2:0:1}}.&lt;br /&gt;
&lt;br /&gt;
== Burrow ==&lt;br /&gt;
[[File:Burrow-Lair.png|thumb|right|150px|A typical burrow-type lair.]]&lt;br /&gt;
&lt;br /&gt;
''(not to be confused with fortress mode [[burrow]]s)''&lt;br /&gt;
&lt;br /&gt;
A burrow is a default type of lair. Most beasts will settle in them, including predatory [[animal]]s, [[werebeast]]s, rare wild [[vampire]]s, certain [[megabeast]]s, and some [[night troll]]s. A burrow typically consists of two small underground chambers connected through narrow tunnels. Lairs of [[megabeast]]s contain all the [[item]]s stolen by them. Burrows of [[night troll]]s have the entrance covered by a [[hatch cover]] and contain some [[furniture]] and [[vermin]] remains.&lt;br /&gt;
&lt;br /&gt;
The entrance of a burrow may be difficult to spot in [[adventurer mode]]; If you are a Hero, the directions in the upper left corner of the screen will navigate you to it. Otherwise, look carefully for downward pointing ramps!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mound ==&lt;br /&gt;
[[File:Mound.png|thumb|right|150px|A typical mound-type lair.]]&lt;br /&gt;
&lt;br /&gt;
A mound is home to a [[night troll]], or a whole family of them. The inside of a mound consists of a few rooms which may contain [[furniture]], cutlery, [[food]], [[cage]]s, and [[vermin]] remains.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wilderness location ==&lt;br /&gt;
[[File:Roc nest.png|thumb|right|150px|A roc's nest at a wilderness location with a lot of stolen stuff.]]&lt;br /&gt;
&lt;br /&gt;
A wilderness location is a place inhabited by a [[roc]]. Its appearance doesn't differ from the surrounding terrain, except that it may contain [[item]]s stolen by the beast. Beasts which inhabit wilderness locations often settle in [[cave]]s, instead. Roc lairs have a [[nest box]] for them to use and it often contains roc eggs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also: ==&lt;br /&gt;
&lt;br /&gt;
*[[Creature token#LAIR|Lair token]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Burrow-Lair.png&amp;diff=311637</id>
		<title>File:Burrow-Lair.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Burrow-Lair.png&amp;diff=311637"/>
		<updated>2025-11-16T21:39:23Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Uploaded to supercede Lair.png for the premium version of DF.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Uploaded to supercede [[Lair.png]] for the premium version of DF.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Lair&amp;diff=311636</id>
		<title>Lair</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Lair&amp;diff=311636"/>
		<updated>2025-11-16T21:38:06Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Burrow */ Added premium-version image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Lair''' ([[File:icon_site_lair_burrow.png]]) is the hideout of either a [[megabeast]], a [[semi-megabeast]] or a [[Name#Animal_and_megabeast_names|named]] large predator (usually giant animals, if the said creature manages to kill at least one [[historical figure]] during [[world generation]]). There are three types of lairs: burrow, mound and wilderness location. In ASCII mode, burrows and mounds are marked as {{Raw Tile|•|0:0:1}} on world map, while wilderness locations are marked as {{Raw Tile|•|2:0:1}}.&lt;br /&gt;
&lt;br /&gt;
== Burrow ==&lt;br /&gt;
[[File:Burrow-Lair.png|thumb|right|150px|A typical burrow-type lair.]]&lt;br /&gt;
&lt;br /&gt;
''(not to be confused with fortress mode [[burrow]]s)''&lt;br /&gt;
&lt;br /&gt;
A burrow is a default type of lair. Most beasts will settle in them, including predatory [[animal]]s, [[werebeast]]s, rare wild [[vampire]]s, certain [[megabeast]]s, and some [[night troll]]s. A burrow typically consists of two small underground chambers connected through narrow tunnels. Lairs of [[megabeast]]s contain all the [[item]]s stolen by them. Burrows of [[night troll]]s have the entrance covered by a [[hatch cover]] and contain some [[furniture]] and [[vermin]] remains.&lt;br /&gt;
&lt;br /&gt;
The entrance of a burrow may be difficult to spot in [[adventurer mode]]; If you are a Hero, the directions in the upper left corner of the screen will navigate you to it. Otherwise, look carefully for downward pointing ramps!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mound ==&lt;br /&gt;
[[File:Mound.png|thumb|right|150px|A typical mound-type lair.]]&lt;br /&gt;
&lt;br /&gt;
A mound is home to a [[night troll]], or a whole family of them. The inside of a mound consists of a few rooms which may contain [[furniture]], cutlery, [[food]], [[cage]]s, and [[vermin]] remains.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wilderness location ==&lt;br /&gt;
[[File:Roc nest.png|thumb|right|150px|A roc's nest at a wilderness location with a lot of stolen stuff.]]&lt;br /&gt;
&lt;br /&gt;
A wilderness location is a place inhabited by a [[roc]]. Its appearance doesn't differ from the surrounding terrain, except that it may contain [[item]]s stolen by the beast. Beasts which inhabit wilderness locations often settle in [[cave]]s, instead. Roc lairs have a [[nest box]] for them to use and it often contains roc eggs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also: ==&lt;br /&gt;
&lt;br /&gt;
*[[Creature token#LAIR|Lair token]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Jakemf&amp;diff=285564</id>
		<title>User talk:Jakemf</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Jakemf&amp;diff=285564"/>
		<updated>2023-01-12T23:47:32Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Screenshots */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Images==&lt;br /&gt;
The images you're adding are superb, but it'd be best if you tried to get them pixel perfect. The ones you posted have a bit of blur to them. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 02:38, 25 December 2022 (UTC)&lt;br /&gt;
:I saw your reply. You can zoom in and out in the game by holding Ctrl and moving the mouse wheel up and down. I also use ShareX to get screenshots, but that only works when the game is in windowed mode, which is toggled by pressing F11 in-game. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:00, 30 December 2022 (UTC)&lt;br /&gt;
::You know, you can add your replies to this very page. You don't have to go all the way back to ''my'' talk page. Anyway, I don't know what you're using to take screenshots that automatically zooms in or whatever, that sounds kinda random. And again, holding {{k|Ctrl}} and mouse wheel scrolling (going down two notches after I load a game brings everything to crisp pixel size with no blurring) in-game should really do the trick. Again, only in windowed mode. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:53, 30 December 2022 (UTC)&lt;br /&gt;
:::I wasn't sure if replying here would give you a notification, but I can continue to reply here instead of your talk page. I think I see what you are referring to, when I am zoomed to (Max-4) I can no longer see the edge lines of each tile like I can on my current images, I will go through and retake them to make them better. Thanks for pointing that out to me! -[[User:Jakemf|Jakemf]] ([[User talk:Jakemf|talk]])&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the handy screenshots!&lt;br /&gt;
Any chance you could try to include a wall pillar and an engraved floor for each material?  These sometimes look pretty dramatically different from the standard floor texture, so it would be really handy to be able to see how exactly they look!  [[User:Swenthorian|Swenthorian]] ([[User talk:Swenthorian|talk]]) 23:47, 12 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Sweet_pod&amp;diff=282382</id>
		<title>Sweet pod</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Sweet_pod&amp;diff=282382"/>
		<updated>2023-01-03T05:32:16Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Removed stock photo, as it depicts green peas;  while the game itself depicts something that looks a lot more like a pomegranate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sweet pods''' are a [[underground|subterranean]] [[crop]] grown in [[spring]] and [[summer]]. Sweet pods can be [[milling|ground]] at a [[millstone]] or [[quern]] into [[dwarven sugar]] or [[plant processing|processed]] at the [[farmer's workshop]] into [[barrel|barrels]] of [[dwarven syrup]]. &lt;br /&gt;
&lt;br /&gt;
Sweet pods can also be brewed into [[Alcohol|dwarven rum]].&lt;br /&gt;
&lt;br /&gt;
Five units of syrup are obtained for each sweet pod, but only one unit of sugar. However, sugar can serve as a solid ingredient in cooking, while syrup cannot.&lt;br /&gt;
&lt;br /&gt;
*Grow time: 50000 Game Ticks (42 days)&lt;br /&gt;
*Plant value: 2&lt;br /&gt;
*Drink value: 2&lt;br /&gt;
*Mill value: 20&lt;br /&gt;
*Extract value: 20 (×5)&lt;br /&gt;
*Seed value: 1&lt;br /&gt;
*Seasons: Spring and Summer&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] sweet pods for their ''round shape''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=280916</id>
		<title>Cave moss</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=280916"/>
		<updated>2023-01-01T04:37:36Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Added the image from the floor fungus article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
[[File:fungus_growth_v50.png|thumb|270px|right|Cave moss is the teal one.]]&lt;br /&gt;
'''Cave moss''' is a peculiar [[grass]]-like growth that occurs in underground [[caverns]]. Animals such as [[cow|cattle]] or [[yak]]s can be designated to graze on it via [[pasture]]s.&lt;br /&gt;
&lt;br /&gt;
Cave moss is functionally identical to [[floor fungus]] and [[underlichen]], but should not be confused with normal [[moss]].  As with [[Caverns#Benefits|most underground grasses]], cave moss only appears after a [[caverns|cavern]] containing cave moss has been discovered.&lt;br /&gt;
&lt;br /&gt;
Cave moss will grow on a below ground [[soil]] surface or on a muddied stone surface that has not been smoothed.  The amount of mud on the surface does not affect the distribution or growth rate of subterranean plants [http://www.bay12forums.com/smf/index.php?topic=122150].&lt;br /&gt;
&lt;br /&gt;
Cave moss is harmless.&lt;br /&gt;
&lt;br /&gt;
[[File:cave_moss.jpg|thumb|260px|center|Beautifully lit cave moss.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = äs daros | elvish = garetho vema | goblin = omo ozosm | human = ngethac zih}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=280915</id>
		<title>Cave moss</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=280915"/>
		<updated>2023-01-01T04:37:16Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Commented the grass lookup, like the other subterranean grasses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave moss''' is a peculiar [[grass]]-like growth that occurs in underground [[caverns]]. Animals such as [[cow|cattle]] or [[yak]]s can be designated to graze on it via [[pasture]]s.&lt;br /&gt;
&lt;br /&gt;
Cave moss is functionally identical to [[floor fungus]] and [[underlichen]], but should not be confused with normal [[moss]].  As with [[Caverns#Benefits|most underground grasses]], cave moss only appears after a [[caverns|cavern]] containing cave moss has been discovered.&lt;br /&gt;
&lt;br /&gt;
Cave moss will grow on a below ground [[soil]] surface or on a muddied stone surface that has not been smoothed.  The amount of mud on the surface does not affect the distribution or growth rate of subterranean plants [http://www.bay12forums.com/smf/index.php?topic=122150].&lt;br /&gt;
&lt;br /&gt;
Cave moss is harmless.&lt;br /&gt;
&lt;br /&gt;
[[File:cave_moss.jpg|thumb|260px|center|Beautifully lit cave moss.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = äs daros | elvish = garetho vema | goblin = omo ozosm | human = ngethac zih}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280913</id>
		<title>Underlichen</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280913"/>
		<updated>2023-01-01T04:36:52Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Added the image from the floor fungus article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
[[File:fungus_growth_v50.png|thumb|270px|right|Underlichen is the purple one.]]&lt;br /&gt;
'''Underlichen''' is functionally identical to [[cave moss]] and [[floor fungus]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], underlichen only appears after a [[cavern]] containing underlichen  has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the lichen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280912</id>
		<title>Underlichen</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280912"/>
		<updated>2023-01-01T04:36:32Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Readded commented template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
'''Underlichen''' is functionally identical to [[cave moss]] and [[floor fungus]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], underlichen only appears after a [[cavern]] containing underlichen  has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the lichen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Floor_fungus&amp;diff=280911</id>
		<title>Floor fungus</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Floor_fungus&amp;diff=280911"/>
		<updated>2023-01-01T04:35:48Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Updated image description to match new version of image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
[[File:fungus_growth_v50.png|thumb|270px|right|Floor fungus is the yellow one.]]&lt;br /&gt;
'''Floor fungus''' is functionally identical to [[cave moss]] and [[underlichen]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], floor fungus only appears after a [[cavern]] containing floor fungus has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the fungus.&lt;br /&gt;
&lt;br /&gt;
[[File:yellow_moss.jpg|thumb|250px|center|Not Guano.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dakost muz | elvish = mere arari | goblin = ublu ësmor | human = dolak meplul}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Fungus_growth_v50.png&amp;diff=280910</id>
		<title>File:Fungus growth v50.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Fungus_growth_v50.png&amp;diff=280910"/>
		<updated>2023-01-01T04:33:11Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian uploaded a new version of File:Fungus growth v50.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=280906</id>
		<title>Cave moss</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=280906"/>
		<updated>2023-01-01T04:25:10Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Mentioned underlichen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{grasslookup/0|wiki=no}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave moss''' is a peculiar [[grass]]-like growth that occurs in underground [[caverns]]. Animals such as [[cow|cattle]] or [[yak]]s can be designated to graze on it via [[pasture]]s.&lt;br /&gt;
&lt;br /&gt;
Cave moss is functionally identical to [[floor fungus]] and [[underlichen]], but should not be confused with normal [[moss]].  As with [[Caverns#Benefits|most underground grasses]], cave moss only appears after a [[caverns|cavern]] containing cave moss has been discovered.&lt;br /&gt;
&lt;br /&gt;
Cave moss will grow on a below ground [[soil]] surface or on a muddied stone surface that has not been smoothed.  The amount of mud on the surface does not affect the distribution or growth rate of subterranean plants [http://www.bay12forums.com/smf/index.php?topic=122150].&lt;br /&gt;
&lt;br /&gt;
Cave moss is harmless.&lt;br /&gt;
&lt;br /&gt;
[[File:cave_moss.jpg|thumb|260px|center|Beautifully lit cave moss.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = äs daros | elvish = garetho vema | goblin = omo ozosm | human = ngethac zih}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280905</id>
		<title>Underlichen</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280905"/>
		<updated>2023-01-01T04:24:49Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Fix missing apostrophe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Underlichen''' is functionally identical to [[cave moss]] and [[floor fungus]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], underlichen only appears after a [[cavern]] containing underlichen  has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the lichen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Floor_fungus&amp;diff=280904</id>
		<title>Floor fungus</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Floor_fungus&amp;diff=280904"/>
		<updated>2023-01-01T04:24:40Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Fix missing apostrophe.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
[[File:fungus_growth_v50.png|thumb|270px|right|Fungus spreading through sandy clay cavern floors.]]&lt;br /&gt;
'''Floor fungus''' is functionally identical to [[cave moss]] and [[underlichen]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], floor fungus only appears after a [[cavern]] containing floor fungus has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the fungus.&lt;br /&gt;
&lt;br /&gt;
[[File:yellow_moss.jpg|thumb|250px|center|Not Guano.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dakost muz | elvish = mere arari | goblin = ublu ësmor | human = dolak meplul}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Floor_fungus&amp;diff=280902</id>
		<title>Floor fungus</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Floor_fungus&amp;diff=280902"/>
		<updated>2023-01-01T04:24:28Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Improved the intro.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&amp;lt;!--{{grasslookup/0|wiki=no}}--&amp;gt;{{av}}&lt;br /&gt;
[[File:fungus_growth_v50.png|thumb|270px|right|Fungus spreading through sandy clay cavern floors.]]&lt;br /&gt;
'''Floor fungus'' is functionally identical to [[cave moss]] and [[underlichen]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], floor fungus only appears after a [[cavern]] containing floor fungus has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the fungus.&lt;br /&gt;
&lt;br /&gt;
[[File:yellow_moss.jpg|thumb|250px|center|Not Guano.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dakost muz | elvish = mere arari | goblin = ublu ësmor | human = dolak meplul}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280901</id>
		<title>Underlichen</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280901"/>
		<updated>2023-01-01T04:24:26Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Improved the intro.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Underlichen'' is functionally identical to [[cave moss]] and [[floor fungus]], differing only in texture.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], underlichen only appears after a [[cavern]] containing underlichen  has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the lichen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Template:V50_plants&amp;diff=280899</id>
		<title>Template:V50 plants</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Template:V50_plants&amp;diff=280899"/>
		<updated>2023-01-01T04:21:34Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Added underlichen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 plants&lt;br /&gt;
| title = [[Plant]]s&lt;br /&gt;
| state = {{{state|{{{state-crops|{{{state-shrubs|{{{state-trees|{{{state-grasses|expanded}}}}}}}}}}}}}}}&lt;br /&gt;
| basestyle = background-color: #b5f0b3;&lt;br /&gt;
&lt;br /&gt;
| list1 = {{Navbox|child&lt;br /&gt;
  | basestyle = background-color: #c5f3c3;&lt;br /&gt;
  | title = [[Crop]]s and [[shrub]]s&lt;br /&gt;
  | state = {{{state|{{{state-crops|{{{state-shrubs|&amp;lt;noinclude&amp;gt;expanded&amp;lt;/noinclude&amp;gt;}}}}}}}}}&lt;br /&gt;
&lt;br /&gt;
  | group1 = Surface&lt;br /&gt;
  | list1  = {{Navbox|child&lt;br /&gt;
    | basestyle = background-color: #c5f3c3;&lt;br /&gt;
    | group1 = Crops&lt;br /&gt;
    | list1  = [[Alfalfa]] • [[Barley]] • [[Bitter vetch]] • [[Blood amaranth]] • [[Buckwheat]] • [[Cotton]] • [[Elephant-head amaranth]] • [[Finger millet]] • [[Flax]] • [[Fonio]] • [[Foxtail millet]] • [[Hard wheat]] • [[Hemp]] • [[Jute]] • [[Kaniwa]] • [[Kenaf]] • [[Maize]] • [[Oats]] • [[Papyrus sedge]] • [[Pearl millet]] • [[Pendant amaranth]] • [[Purple amaranth]] • [[Quinoa]] • [[Ramie]] • [[Red spinach]] • [[Rice]] • [[Rye]] • [[Single-grain wheat]] • [[Soft wheat]] • [[Sorghum]] • [[Spelt]] • [[Teff]] • [[Two-grain wheat]] • [[White millet]]&lt;br /&gt;
&lt;br /&gt;
    | group2 = Garden&lt;br /&gt;
    | list2  = [[Artichoke]] • [[Asparagus]] • [[Bambara groundnut]] • [[Broad bean]] • [[Beet]] • [[Bilberry]] • [[Bitter melon]] • [[Blackberry]] • [[Blueberry]] • [[Cabbage]] • [[Caper]] • [[Wild carrot]] • [[Cassava]] • [[Celery]] • [[Chickpea]] • [[Chicory]]  • [[Cowpea]] • [[Cucumber]] • [[Cranberry]] • [[Eggplant]] • [[Garden cress]] • [[Garlic]] • [[Grape]] • [[Horned melon]] • [[Leek]] • [[Lentil]] • [[Lesser yam]] • [[Lettuce]] • [[Long yam]] • [[Mung bean]] • [[Muskmelon]] • [[Onion]] • [[Parsnip]] • [[Passion fruit]] • [[Pea]] • [[Peanut]] • [[Pepper]] • [[Pineapple]] • [[Potato]] • [[Purple yam]] • [[Radish]] • [[Raspberry]] • [[Red bean]] • [[Rhubarb]] • [[Soybean]] • [[Spinach]] • [[Squash]] • [[String bean]] • [[Sweet potato]] • [[Taro]] • [[Tomatillo]] • [[Tomato]] • [[Turnip]] • [[Urad bean]] • [[Watermelon]] • [[White yam]] • [[Winter melon]]&lt;br /&gt;
&lt;br /&gt;
    | group3 = Other&lt;br /&gt;
    | list3 = [[Blade weed]] • [[Bloated tuber]] • [[Fisher berry]] • [[Hide root]] • [[Kobold bulb]] • [[Longland grass]] • [[Muck root]] • [[Prickle berry]] • [[Rat weed]] • [[Rope reed]] • [[Sliver barb]] • [[Strawberry]] • [[Sun berry]] • [[Valley herb]] • [[Whip vine]]&lt;br /&gt;
    }}&lt;br /&gt;
&lt;br /&gt;
  | group2 = Subterranean&lt;br /&gt;
  | list2  = [[Cave wheat]] • [[Dimple cup]] • [[Pig tail]] • [[Plump helmet]] • [[Quarry bush]] • [[Sweet pod]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| list2 = {{Navbox|child&lt;br /&gt;
  | basestyle = background-color: #c5f3c3;&lt;br /&gt;
  | title = [[Tree]]s&lt;br /&gt;
  | state = {{{state|{{{state-trees|&amp;lt;noinclude&amp;gt;expanded&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
&lt;br /&gt;
  | group1 = {{Catlink|Surface trees|Surface}}&lt;br /&gt;
  | list1  = [[Abaca]] • [[Acacia]] • [[Alder]] • [[Almond]] • [[Apple]] • [[Apricot]] • [[Ash (tree)|Ash]] • [[Avocado]] • [[Banana]] • [[Bayberry]] • [[Birch]] • [[Bitter orange]] • [[Cacao tree]] • [[Candlenut]] • [[Carambola]] • [[Cashew]] • [[Cedar]] • [[Cherry]] • [[Chestnut]] • [[Citron]] • [[Coconut palm]] • [[Coffee]] • [[Custard-apple]] • [[Date palm]] • [[Desert lime]] • [[Durian]] • [[Feather tree]] • [[Finger lime]] • [[Ginkgo]] • [[Glumprong]] • [[Guava]] • [[Hazel]] • [[Highwood]] • [[Kapok]] • [[Kumquat]] • [[Larch]] • [[Lime]] • [[Lychee]] • [[Macadamia]] • [[Mahogany]] • [[Mango tree]] • [[Mangrove]] • [[Maple]] • [[Oak]] • [[Olive]] • [[Orange]] • [[Papaya]] • [[Paradise nut]] • [[Peach]] • [[Pear]] • [[Pecan]] • [[Persimmon]] • [[Pine]] • [[Plum]] • [[Pomegranate]] • [[Pomelo]] • [[Rambutan]] • [[Round lime]] • [[Rubber tree]] • [[Saguaro]] • [[Sand pear]] • [[Tea]] • [[Walnut]] • [[Willow]]&lt;br /&gt;
&lt;br /&gt;
  | group2 = {{Catlink|Subterranean trees|Subterranean}}&lt;br /&gt;
  | list2  = [[Black-cap]] • [[Blood thorn]] • [[Fungiwood]] • [[Goblin-cap]] • [[Nether-cap]] • [[Spore tree]] • [[Tower-cap]] • [[Tunnel tube]]&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
| list3 = {{Navbox|child&lt;br /&gt;
  | basestyle = background-color: #c5f3c3;&lt;br /&gt;
  | title = [[Grass]]es&lt;br /&gt;
  | state = {{{state|{{{state-grasses|&amp;lt;noinclude&amp;gt;expanded&amp;lt;/noinclude&amp;gt;}}}}}}&lt;br /&gt;
&lt;br /&gt;
  | group1 = Surface&lt;br /&gt;
  | list1  = [[Arrow bamboo]] • [[Bentgrass]] • [[Baby toes succulent]] • [[Blue sedge]] • [[Bubble bulb]] • [[Carpetgrass]] • [[Cattail]] • [[Cloudberry]] • [[Common reed]] • [[Cottongrass]] • [[Dallisgrass]] • [[Dog's tooth grass]] • [[Downy grass]] • [[Dropseed grass]] • [[Fescue grass]] • [[Field sedge]] • [[Golden bamboo]] • [[Grama]] • [[Hair grass]] • [[Hedge bamboo]] • [[Knotgrass]] • [[Marsh thistle]] • [[Meadow-grass]] • [[Meadowsweet]] • [[Mountain avens]] • [[Needle grass]] • [[Pebble plant]] • [[Purple moor grass]] • [[Reedgrass]] • [[Rush]] • [[Ryegrass]] • [[Satintail]] • [[Sawgrass]] • [[Staring eyeball]] • [[Velvet grass]] • [[White mountain heather]] • [[Wormy tendril]] • [[Zoysia]]&lt;br /&gt;
&lt;br /&gt;
  | group2 = Subterranean&lt;br /&gt;
  | list2  = [[Cave moss]] • [[Floor fungus]] • [[Underlichen]]&lt;br /&gt;
  }}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;{{#ifeq:{{{cat|}}}|nocat||{{Category|Plants}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280898</id>
		<title>Underlichen</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Underlichen&amp;diff=280898"/>
		<updated>2023-01-01T04:21:12Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Added an article for underlichen (a new feature), based on the existing article for floor fungus.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Underlichen is identical to [[floor fungus]] and [[cave moss]], except for its color.&lt;br /&gt;
&lt;br /&gt;
As with [[Caverns#Benefits|most underground grasses]], underlichen only appears after a [[cavern]] containing underlichen  has been discovered.&lt;br /&gt;
&lt;br /&gt;
It is harmless and can be used to graze animals, like an underground form of [[grass]]. Mushrooms may occasionally grow from the lichen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=280889</id>
		<title>Dungeon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=280889"/>
		<updated>2023-01-01T04:09:25Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: There are two things in DF that may be referred-to as a &amp;quot;Dungeon&amp;quot;.  One of them is no longer in the game.  This page should redirect to the one that *is* still in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Swenthorian&amp;diff=280577</id>
		<title>User:Swenthorian</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Swenthorian&amp;diff=280577"/>
		<updated>2022-12-31T03:01:46Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Created a quick user page so my talk page sigs won't redlink.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a fairly experienced wiki editor who sometimes plays Dwarf Fortress.  I figure that as long as I'm reading the wiki anyway, I might as well help out with some things here and there.  So, here I am.  Hello!&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280576</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280576"/>
		<updated>2022-12-31T02:56:48Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Quickly changed &amp;quot;jail&amp;quot; to &amp;quot;dungeon&amp;quot;, as appropriate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated article|Jail}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''dungeon''', also known as a '''prison''', its [[room]]s known as '''jails''', is a [[zone]] used by the [[justice]] system within your dwarven community.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to the dungeon regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no dungeon, dungeon is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Dungeon 101 ==&lt;br /&gt;
Constructing a dungeon is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s, then designate them as either a single dungeon or several smaller dungeons.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the dungeon and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
[[File:Imprisoned krugg.jpg|thumb|Spends their time admiring the golden chain]]&lt;br /&gt;
&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the dungeon's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each dungeon cell guarantees that your prisoners will never die of thirst if your free dwarves are a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the dungeon will allow prisoners to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[File:D4Dwarf.png|50px|link=:Category:D for Dwarf]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidents have been reported where a falsely imprisoned [[human]] had escaped after being taught by a [[Priest|abbe]] to be a [[scholar]] and, soon after finding a [[ruin]] with lots of [[gold]], was appointed as a [[count]] and set out to take [[Intrigue|revenge]] on the [[Bookkeeper]] he used to work under and the [[Human]] that had him locked up. Interestingly, they were said to be the [[count]] of an [[island]], despite boats not existing. It is theorized that he [[Swimming|swam]] to this island and [[Freezing|waited for the sea to freeze]] before he came back with the treasure. In some versions of the tale, the son of his [[nemesis]] was actually his son.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280571</id>
		<title>Talk:Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280571"/>
		<updated>2022-12-31T02:51:11Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Rename */ Gave an update on how the rename is going.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rename ==&lt;br /&gt;
The new version of Dwarf Fortress refers to a Jail zone as a &amp;quot;Dungeon&amp;quot;;  this article should accordingly be moved to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to reflect this.  However, such a move cannot be accomplished by a regular user, as it will necessitate moving over (and thereby deleting) a redirect, because the current &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; page has to be moved first (presumably to something like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon (removed feature)]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or something along those lines).  The &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:av|av]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template in each article will need to be updated so that they continue to point to the correct version in older versions' namespaces.  [[User:Swenthorian|Swenthorian]] ([[User talk:Swenthorian|talk]]) 05:15, 29 December 2022 (UTC)&lt;br /&gt;
: I was able to figure out how to do this without requiring an admin:  I kept the original &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; article as a redirect (after moving the original article to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon (structure)]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;), and moved the old &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Jail]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; article to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon (zone)]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.  [[User:Swenthorian|Swenthorian]] ([[User talk:Swenthorian|talk]]) 02:50, 31 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Dungeon_(zone)&amp;diff=280570</id>
		<title>DF2014:Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Dungeon_(zone)&amp;diff=280570"/>
		<updated>2022-12-31T02:48:34Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Created a redirect so that the AV template on the current article won't point to a redlink in the DF2014 namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Jail]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280568</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280568"/>
		<updated>2022-12-31T02:47:10Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Set the migrated article template to point at the correct old article title.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated article|Jail}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to jail regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s, then designate them as jail cells. If they're all within close proximity of one another, you can mark ''one'' of them as a jail and then expand the room designation to cover the rest of them.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
[[File:Imprisoned krugg.jpg|thumb|Spends their time admiring the golden chain]]&lt;br /&gt;
&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the jail cell will allow the prisoner to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[File:D4Dwarf.png|50px|link=:Category:D for Dwarf]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidents have been reported where a falsely imprisoned [[human]] had escaped after being taught by a [[Priest|abbe]] to be a [[scholar]] and, soon after finding a [[ruin]] with lots of [[gold]], was appointed as a [[count]] and set out to take [[Intrigue|revenge]] on the [[Bookkeeper]] he used to work under and the [[Human]] that had him locked up. Interestingly, they were said to be the [[count]] of an [[island]], despite boats not existing. It is theorized that he [[Swimming|swam]] to this island and [[Freezing|waited for the sea to freeze]] before he came back with the treasure. In some versions of the tale, the son of his [[nemesis]] was actually his son.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Template:Migrated_article&amp;diff=280567</id>
		<title>Template:Migrated article</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Template:Migrated_article&amp;diff=280567"/>
		<updated>2022-12-31T02:46:34Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Parameterized the page name, so that articles that had to be renamed to reflect the new version can still point to the correct old version.  Sorry for all the cache busting that this edit will cause...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|type=content|bg=#fc9|text=&lt;br /&gt;
This {{{section|article}}} was migrated from [[DF2014:{{{1|{{PAGENAME}}}}}]] and may be inaccurate for the current version of DF (v{{current/version}}). See [[DF:Version migration|this page]] for more information.&lt;br /&gt;
}}&amp;lt;br&amp;gt;&amp;lt;includeonly&amp;gt;{{Category|Migrated pages needing review}}{{#ifexist:DF2014:{{PAGENAME}}||{{Category|Migrated pages without old versions}}}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Prison&amp;diff=280566</id>
		<title>Prison</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Prison&amp;diff=280566"/>
		<updated>2022-12-31T02:43:53Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Avoid double redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Jail&amp;diff=280565</id>
		<title>Jail</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Jail&amp;diff=280565"/>
		<updated>2022-12-31T02:43:28Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Avoid double redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon_(Zone)&amp;diff=280564</id>
		<title>Dungeon (Zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon_(Zone)&amp;diff=280564"/>
		<updated>2022-12-31T02:42:53Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: This accidental redirect is unused and can be safely deleted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (zone)]]&lt;br /&gt;
{{Deletion|Accidental redirect.  Unused.}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(Zone)&amp;diff=280563</id>
		<title>Talk:Dungeon (Zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(Zone)&amp;diff=280563"/>
		<updated>2022-12-31T02:42:22Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Talk:Dungeon (Zone) to Talk:Dungeon (zone): Whoops, &amp;quot;zone&amp;quot; should be lowercase (assuming y'all follow WP:NCCAPS).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Dungeon (zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280562</id>
		<title>Talk:Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280562"/>
		<updated>2022-12-31T02:42:22Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Talk:Dungeon (Zone) to Talk:Dungeon (zone): Whoops, &amp;quot;zone&amp;quot; should be lowercase (assuming y'all follow WP:NCCAPS).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rename ==&lt;br /&gt;
The new version of Dwarf Fortress refers to a Jail zone as a &amp;quot;Dungeon&amp;quot;;  this article should accordingly be moved to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to reflect this.  However, such a move cannot be accomplished by a regular user, as it will necessitate moving over (and thereby deleting) a redirect, because the current &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; page has to be moved first (presumably to something like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon (removed feature)]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or something along those lines).  The &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:av|av]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template in each article will need to be updated so that they continue to point to the correct version in older versions' namespaces.  [[User:Swenthorian|Swenthorian]] ([[User talk:Swenthorian|talk]]) 05:15, 29 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon_(Zone)&amp;diff=280561</id>
		<title>Dungeon (Zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon_(Zone)&amp;diff=280561"/>
		<updated>2022-12-31T02:42:22Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Dungeon (Zone) to Dungeon (zone): Whoops, &amp;quot;zone&amp;quot; should be lowercase (assuming y'all follow WP:NCCAPS).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280560</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280560"/>
		<updated>2022-12-31T02:42:21Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Dungeon (Zone) to Dungeon (zone): Whoops, &amp;quot;zone&amp;quot; should be lowercase (assuming y'all follow WP:NCCAPS).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to jail regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s, then designate them as jail cells. If they're all within close proximity of one another, you can mark ''one'' of them as a jail and then expand the room designation to cover the rest of them.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
[[File:Imprisoned krugg.jpg|thumb|Spends their time admiring the golden chain]]&lt;br /&gt;
&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the jail cell will allow the prisoner to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[File:D4Dwarf.png|50px|link=:Category:D for Dwarf]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidents have been reported where a falsely imprisoned [[human]] had escaped after being taught by a [[Priest|abbe]] to be a [[scholar]] and, soon after finding a [[ruin]] with lots of [[gold]], was appointed as a [[count]] and set out to take [[Intrigue|revenge]] on the [[Bookkeeper]] he used to work under and the [[Human]] that had him locked up. Interestingly, they were said to be the [[count]] of an [[island]], despite boats not existing. It is theorized that he [[Swimming|swam]] to this island and [[Freezing|waited for the sea to freeze]] before he came back with the treasure. In some versions of the tale, the son of his [[nemesis]] was actually his son.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=280558</id>
		<title>Dungeon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=280558"/>
		<updated>2022-12-31T02:40:05Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Dungeon to Dungeon (structure): Adding parentheses to disambiguate from the dungeon zone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (structure)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Dungeon&amp;diff=280557</id>
		<title>DF2014:Dungeon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Dungeon&amp;diff=280557"/>
		<updated>2022-12-31T02:40:05Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Dungeon to Dungeon (structure): Adding parentheses to disambiguate from the dungeon zone.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
[[File:dungeon_preview.png|thumb|200px|right|Not a good place to hang out...]]&lt;br /&gt;
The '''dungeon''' was a subterranean network of rooms and passages that lay beneath the [[keep]] of a [[town]]. Dungeons were distinct from the other underground [[structure]]s, the [[catacombs]] and [[sewer]]s, although they occasionally created connections with either. They were usually the first place to explore for most adventurers beginning as hearthpersons in a town, and it provided decent challenge for [[adventure mode]] beginners.&lt;br /&gt;
&lt;br /&gt;
Rectangular rooms were joined by narrow corridors and stairways, and loot could be found lying around the rock floors. They did not hold prisoners or criminals in a [[jail]]. Outcasts were able to settle and form [[Town#Criminal organizations|criminal organizations]], with dungeons as their base of operations. Dungeons were thus a common locale for [[quest]] objectives.&lt;br /&gt;
&lt;br /&gt;
Dungeons were removed from the game in [[DF2014:Release information/0.47.01|version 0.47.01]], with plans for better replacements in a future update. Interestingly, [[Legends]] will sometimes mention [[Villain|particularly unsavory]] [[Tower (structure)|tower]] tenants adding dungeons as extensions to their dwellings and holding prisoners there for various reasons, but inspecting these towers in adventure mode currently shows no evidence of such chambers existing. This does suggest, however, that the future replacement dungeons will serve a more obvious purpose as containment for prisoners. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=175790.msg8107044#msg8107044 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt;&lt;br /&gt;
[[File:DevlogDungeonsLargeScale.png|thumb|250px|center|Largescale view of dungeon from Bay12 devlog.]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dungeons and dragons may occasionally happen when a dragon claims a dungeon.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = edir&lt;br /&gt;
| elvish  = nuwetha&lt;br /&gt;
| goblin  = bosa&lt;br /&gt;
| human   = thudel&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Jail&amp;diff=280556</id>
		<title>Talk:Jail</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Jail&amp;diff=280556"/>
		<updated>2022-12-31T02:40:01Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Talk:Jail to Talk:Dungeon (Zone): In the Steam edition, Jails were renamed to Dungeons, so the article should be renamed as well.  The parentheses are to disambiguate from the removed dungeon structures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Dungeon (Zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280555</id>
		<title>Talk:Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280555"/>
		<updated>2022-12-31T02:40:01Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Talk:Jail to Talk:Dungeon (Zone): In the Steam edition, Jails were renamed to Dungeons, so the article should be renamed as well.  The parentheses are to disambiguate from the removed dungeon structures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rename ==&lt;br /&gt;
The new version of Dwarf Fortress refers to a Jail zone as a &amp;quot;Dungeon&amp;quot;;  this article should accordingly be moved to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to reflect this.  However, such a move cannot be accomplished by a regular user, as it will necessitate moving over (and thereby deleting) a redirect, because the current &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; page has to be moved first (presumably to something like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon (removed feature)]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or something along those lines).  The &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:av|av]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template in each article will need to be updated so that they continue to point to the correct version in older versions' namespaces.  [[User:Swenthorian|Swenthorian]] ([[User talk:Swenthorian|talk]]) 05:15, 29 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Jail&amp;diff=280554</id>
		<title>Jail</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Jail&amp;diff=280554"/>
		<updated>2022-12-31T02:40:01Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Jail to Dungeon (Zone): In the Steam edition, Jails were renamed to Dungeons, so the article should be renamed as well.  The parentheses are to disambiguate from the removed dungeon structures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dungeon (Zone)]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280553</id>
		<title>Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dungeon_(zone)&amp;diff=280553"/>
		<updated>2022-12-31T02:40:01Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Swenthorian moved page Jail to Dungeon (Zone): In the Steam edition, Jails were renamed to Dungeons, so the article should be renamed as well.  The parentheses are to disambiguate from the removed dungeon structures.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''jail''' is a [[room]] used by the [[justice]] system within your dwarven community, also known as a prison.  They are designated from a constructed [[restraint]] or metal [[cage]], by {{k|q}}uerying the restraint, designating it as a {{k|r}}oom, and then setting it to be used for {{k|j}}ustice.&lt;br /&gt;
&lt;br /&gt;
As your dwarves break the law, your [[Sheriff]]/[[Captain of the guard|Captain of the Guard]], or any [[Fortress guard|Fortress Guard]], will place them in one of the designated restraints. They will drag their prisoner to jail regardless of their strength or even if they transform into a [[werebeast]] halfway there. However, should they be unable to (no jail, jail is full, or if the crime is terrible enough, AND if you have one already...), the [[Hammerer]] will come to give them a severe hammer beating, which will cause quite a [[tantrum spiral|commotion]].&lt;br /&gt;
&lt;br /&gt;
== Jail 101 ==&lt;br /&gt;
Constructing a jail is simple. Build a few restraints, such as metal [[cage]]s, [[chain]]s, and [[rope]]s, then designate them as jail cells. If they're all within close proximity of one another, you can mark ''one'' of them as a jail and then expand the room designation to cover the rest of them.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, being imprisoned tends to make dwarves unhappy... and unhappy dwarves throw [[tantrum]]s, if they don't go outright [[berserk]] or otherwise [[Insanity|insane]]. &lt;br /&gt;
&lt;br /&gt;
An imprisoned dwarf that seeks an [[Children|infant]] may spam your announcements feed. The child may choose to enter the jail and sit exactly one tile away from the grieving mother, just to spite you.&lt;br /&gt;
&lt;br /&gt;
=== Keeping your prisoners secure ===&lt;br /&gt;
The first thing to consider is the type of restraint:&lt;br /&gt;
* Ropes, being made of [[plant]] fiber and therefore weaker than [[metal]] chains, can sometimes be broken by strong dwarves,{{verify}} thus letting them escape and wreak more havoc. &lt;br /&gt;
* Cages, strong as they are, don't permit the dwarf within to move around and make use of the surroundings. A caged dwarf, therefore, is forced to sleep on the bottom of the cage, has to be given [[food]] and [[water]], and can't do anything, besides wait for their prison term to end.&lt;br /&gt;
The best choice of restraint is, therefore, a good strong metal chain. A high-quality chain will also let the prisoner admire it, giving them a boost to their [[Thought|happiness]]. However, one should consider the fact that if a chain or rope is present, a hammering may be dealt out, while in any other case the punishment would be downgraded to a beating.&lt;br /&gt;
&lt;br /&gt;
=== Keeping them happy ===&lt;br /&gt;
[[File:Imprisoned krugg.jpg|thumb|Spends their time admiring the golden chain]]&lt;br /&gt;
&lt;br /&gt;
With the choice of restraint made, now we worry about the surroundings. A chained dwarf, like a chained [[animal]], can move around in a 3x3 square centered on the chain. This allows them to use things in that space and look at items bordering it:&lt;br /&gt;
* A [[bed]] gives the dwarf a comfortable place to sleep.&lt;br /&gt;
* A small stockpile of good food, such as [[Kitchen|prepared meals]], lets the prisoner eat when they're hungry, instead of when your haulers are free to feed them, and lets you provide high-quality stuff instead of whatever random item the haulers grab.  You won't need barrels for this stockpile, so turn 'em off ({{k|q}} -&amp;gt; {{k|E}}).&lt;br /&gt;
* Likewise, a small stockpile of [[alcohol]] lets the prisoner drink that, instead of being forced to drink water.  Make it at least two squares, or your haulers will tease prisoners with just an empty barrel.&lt;br /&gt;
* And, of course, a [[Throne|chair]] and [[table]] give them a place to eat and drink. Bonus points if you designate a private [[dining room]] and assign it to the prisoner.&lt;br /&gt;
* Building all this out of high-[[Item quality|quality]] [[furniture]] will let the prisoner admire it, gaining happiness every time.&lt;br /&gt;
* [[Smoothing]] and [[engraving]] the jail's surroundings will also give the prisoner something to look at.&lt;br /&gt;
* If you enclose the restraint in [[wall]]s with a [[door]], setting the door(s) to internal will let the prisoner admire those too.&lt;br /&gt;
* A dwarf can admire its own restraint, so try a high-quality bone and jewel-encrusted [[steel]] or [[platinum]] chain.&lt;br /&gt;
* Adding a [[well]] to each jail cell guarantees that your prisoners will never die of thirst if the jailer is a bit slow restocking their booze. And making the well from high-quality materials allows them to admire it, too!&lt;br /&gt;
* Designating a [[temple]] on the jail cell will allow the prisoner to pray while incarcerated.&lt;br /&gt;
&lt;br /&gt;
=== Imprisoned Nobles ===&lt;br /&gt;
Eventually, save with the greatest of care and micromanagement, one or another of your [[noble]]s will run afoul of the justice system, and be imprisoned.  As with a regular dwarf, this means they will be unable to make use of their regular [[office]]s and other rooms. If it turns out to be your [[bookkeeper]], for example, then you can build a chair within their reach and designate it as their office, and that will let them continue to work. Similarly, an [[expedition leader]] or [[mayor]], if imprisoned by a chain, can hold meetings with your [[liaison]], and if you designate an office for them, might even be happy to do so.&lt;br /&gt;
&lt;br /&gt;
=== Alternatively... ===&lt;br /&gt;
You may decide that providing luxurious accommodations, jewel-encrusted chains, and fine dining to criminals, while haulers sleep on the dining room floor, does not meet your standards of dwarven justice. In such circumstances, chaining a dwarf atop a tower exposed to the elements will provide a useful lookout post. Dwarves chained in narrow hallways can also help detect ambushers, while those locked up in your dining hall make for excellent examples to the others. Should you desire to enforce capital punishment from time to time, place your prison chains inside small rooms with doors and a hole in the ceiling accessed by other dwarves. This will allow bucket-by-bucket water torture and drowning executions of any murderers or prisoners with elves in their preferences. Alternately, just lock them in a hideous dungeon to eat rats and drink from mud holes until a giant cave spider comes along and covers them in precious, precious silk.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse: collapse; background: #f0f0f0; border: 1px solid #aaa; border-left: 10px solid #666666; max-width:75%; margin-top: 0px; margin-bottom: 10px; margin-left:auto; margin-right:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 1em 0.5em 0.5em; text-align: center;&amp;quot; | [[File:D4Dwarf.png|50px|link=:Category:D for Dwarf]]&lt;br /&gt;
| style=&amp;quot;padding: 0.5em 0.5em; width: 100%;&amp;quot; | This article or section has been rated '''D for Dwarf'''.  It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the [http://www.bay12forums.com/smf  Bay12 forums].  Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category: D for Dwarf]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Incidents have been reported where a falsely imprisoned [[human]] had escaped after being taught by a [[Priest|abbe]] to be a [[scholar]] and, soon after finding a [[ruin]] with lots of [[gold]], was appointed as a [[count]] and set out to take [[Intrigue|revenge]] on the [[Bookkeeper]] he used to work under and the [[Human]] that had him locked up. Interestingly, they were said to be the [[count]] of an [[island]], despite boats not existing. It is theorized that he [[Swimming|swam]] to this island and [[Freezing|waited for the sea to freeze]] before he came back with the treasure. In some versions of the tale, the son of his [[nemesis]] was actually his son.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = teskom&lt;br /&gt;
| elvish  = lezitha&lt;br /&gt;
| goblin  = ax&lt;br /&gt;
| human   = cudal&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Semi-molten_rock&amp;diff=280374</id>
		<title>Semi-molten rock</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Semi-molten_rock&amp;diff=280374"/>
		<updated>2022-12-30T09:56:51Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Tunnelling down through multiple layers of Semi-molten rock */ Sadly, this no longer works, as of v50.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Semimolten.jpg|thumb|300px|right|Not as cool as full-blown lava...]]&lt;br /&gt;
'''Semi-molten rock''' (SMR), represented by the tile {{Tile|░|4:0:1}}, is an unique type of obstacle generally found at the bottommost edges of [[Magma sea|great magma seas]]. Anywhere that [[magma]] is found rests on layer after layer of semi-molten rock, with no normal material to be found beneath it.  There is also a layer near the bottom of the map composed almost entirely of semi-molten rock even where magma does not overlie it. Freestanding formations are possible, though less common.&amp;lt;!--- ? is this true ? ---&amp;gt;  Though its name suggests the rock is hot, it is not dangerous to nearby [[Dwarf|dwarves]]. SMR acts as a barrier, and cannot be mined through by conventional means, nor smoothed. Unlike magma, SMR does not react with [[water]], producing no [[steam]] or [[obsidian]].&lt;br /&gt;
&lt;br /&gt;
The top of semi-molten rock, or its ''floor'' when observed from the layer above, is described as a [[magma flow]], appearing in blue text when examined with the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).&lt;br /&gt;
&lt;br /&gt;
The floor of the stone layer above the SMR at the bottom of the map is ''not'' a magma flow when stone is dug into, but appears as the same type of rock as the tile dug into. However, if a [[channel]] is dug down into the SMR from this tile, a magma flow floor is revealed; ''under'' this intact floor the unusable ramp will appear, if and only if the tile of SMR was previously unrevealed.  Otherwise it will be unchanged (as a result, no two of these ramps can adjoin). A magma flow also cannot be dug into, nor smoothed. However, [[construction]]s can be built on top of it, and these convert the magma flow into some other kind of stone or soil, which is sometimes useful [[sand]] or [[clay]], appearing when the construction is removed.  &lt;br /&gt;
&lt;br /&gt;
Curiously, water dumped onto a magma flow with magma on top of it will '''not''' turn it into obsidian; rather the magma is simply removed. At the bottom of a magma reservoir with only small amounts of water falling in, such a tile can change from 7/7 to 0/7 and back in a few single step increments with the &amp;quot;.&amp;quot; key. A construction (such as a stairway up) can be designated atop the magma flow when it is momentarily free of magma due to water falling from above.  Strangest of all, once designated, a dwarf can build this construction unhindered, without any job cancellations. Once the construction is present, magma and water can react in the square, destroying the construction and converting the square into unmined obsidian.&lt;br /&gt;
&lt;br /&gt;
These odd exceptions to the normal rules mean that dwarves on a level partially filled with water can (with much effort) completely wall off the region surrounding some [[adamantine|special point of interest]], eventually removing ''all'' the magma from a large area despite the failure of the usual magma-water interaction.&lt;br /&gt;
&lt;br /&gt;
If the stone floor which replaces a magma ramp under a built and removed construction is channeled into a second time, the ramp below becomes visible from above.  Unfortunately, for some reason dwarves still cannot descend into this square with the ramp, nor can they ascend out of it should they find themselves somehow there.  A dwarf dumped into the space, say, by a remote controlled hatch &amp;quot;accident&amp;quot;, cannot construct anything because the adjacent squares remain semi-molten rock, and won't turn to ramps if channelled from above. Therefore an up/down stairway ''cannot'' be constructed in this space, even if it is beneath another up/down stairway.  &lt;br /&gt;
&lt;br /&gt;
Semi-molten rock is ''not'' synonymous with [[Main:digging designation canceled|warm stone]], although any given tile of SMR may in fact be warm if it adjoins magma. If you're looking for magma and you find SMR rather than warm stone, your best bet is to do some exploratory mining several Z levels up. &lt;br /&gt;
&lt;br /&gt;
You can also dig ''up'' into semi-molten rock just fine (by designating an up/down staircase accessible from below). This also works ''only'' if the tile is still unrevealed.  But often (but not always) you can't get down there without encountering [[Hidden Fun Stuff|spoilers]] first.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Channelling down into unrevealed SMR may open it into an [[Underworld|Eerie Glowing Pit]].&lt;br /&gt;
&lt;br /&gt;
== Tunnelling down through multiple layers of Semi-molten rock ==&lt;br /&gt;
&lt;br /&gt;
'''Channeling through semi molten rock''': It is possible to channel into semi-molten rock (and, to a lesser extent, slade) from above, as long as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure, that killed one dwarf per level, but now it is possible to channel directly into the underworld without losing a dwarf (though the miner tapping it will likely get killed by demons or drop into an eerie glowing pit). The difference is that in older versions the miner was placed onto the magma flow, but now he is placed under the magma flow, and can channel on.&lt;br /&gt;
&lt;br /&gt;
*Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)&lt;br /&gt;
*Designate channels (d-h) from here down to the bottom of the map.&lt;br /&gt;
*The miner will first generate a downward ramp into the rock. Now build a hatch above this ramp.&lt;br /&gt;
*The miner walks down this ramp, and channels into the semi-molten rock, as the game only sees the granite upward slope. (NOTE: Does not work in v50!)&lt;br /&gt;
*Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. He will proceed to channel down until he reaches the underworld, leaving magma flow tiles above him, as well as channel one level into slade. (if he survives long enough)&lt;br /&gt;
*You now have a chute - blocked by magma flow floors - into the underworld. By constructing up/down stairways, you can build a stairway into the underworld (the magma flow is removed in that process).&lt;br /&gt;
*If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (except the &amp;quot;wildlife&amp;quot;-demons), and you might even be able to save the miner, if you build the stairway, before he starves to death.&lt;br /&gt;
*As both magma-free pillars and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit - use zones (i) to find solid slade floor and prevent this from happening. &lt;br /&gt;
&lt;br /&gt;
'''[http://www.bay12forums.com/smf/index.php?topic=108189.0 Old method]''': Magma flows have very peculiar behavior. If you build a construction such as a floor, wall or upstair on a magma flow and then remove it, it will change into it into a stone or soil cavern floor. If the layer beneath is still unrevealed, you can then channel this new cavern floor to dig down through one layer of SMR. Doing so creates an unusable ramp below, and recreates the magma flow again. &lt;br /&gt;
If you collapse a floor from a higher Z-level onto a magma flow that has an unusable ramp under it, it will destroy the unusable ramp and collapse the magma flow down one level. If you find a way to build a construction down the shaft and repeat the process, you can tunnel down through semi-molten rock.&lt;br /&gt;
&lt;br /&gt;
This process consumes dwarves. Each layer of Semi-molten rock you dig though after the first will kill one dwarf. Choose some useless peasants and enable just the labors for mining, masonry and carpentry. Use locked doors to keep them in the room so the wrong dwarf doesn't get themselves killed. The dwarf can always escape the shaft as long as the upstair at the bottom of the shaft has not been removed yet. Be ready to engrave slabs, because the corpses will be incinerated by all of the [[magma]].&lt;br /&gt;
&lt;br /&gt;
1. While you can dig through SMR anywhere, it is advisable to select a location at the lowest elevation possible to limit the amount of effort (and dwarves) required. It is also advisable to back up your saved game prior to beginning, since it may be necessary to go back and choose a different location.&lt;br /&gt;
&lt;br /&gt;
2. Dig a channel over the unrevealed SMR. This will reveal the layer underneath with an unusable upward ramp and create a magma flow floor tile where the channel designation was.&lt;br /&gt;
&lt;br /&gt;
3. Collapse a constructed floor into the shaft. This collapses the magma flow tile to the bottom and destroys the unusable ramp. Use materials which will burn or [[magma safe|melt in magma]] to build the collapsing floor. If only a single layer of SMR remains, the collapse will breach through to the expanse below. Any dwarf miner trapped in the shaft from step 2 will be crushed and killed.&lt;br /&gt;
&lt;br /&gt;
4. Fill the bottom of the shaft with magma. The magma is used to melt and destroy all items present, including the dwarf corpse. If there is too much magma in the shaft, use a pond zone to pour water in one bucket at a time to cast obsidian and then carve up/down stairs. Remove the obsidian stones this creates because they will not melt in magma.&lt;br /&gt;
&lt;br /&gt;
'''Don't proceed with step 5 until all items at the bottom have melted and dispersed. The only thing on the tile when you loo{{k|k}} should be Magma flow and Magma 7/7.  Any molten magma globs (differs from Magma Liquid) will suspend constructions for the next step.'''&lt;br /&gt;
&lt;br /&gt;
5. Use a [[Activity_zone#Pit.2FPond|pond]] designation and wait for a dwarf to pour a single bucket of water to remove the 7/7 magma at the bottom. Remove the pond zone.&lt;br /&gt;
&lt;br /&gt;
6. The bottom of the shaft should be clear of all items, with no magma and no water down there. Construct a staircase down if there isn't already obsidian stairs, one layer at a time. At the bottom, build an upstair construction. '''Make sure the dwarf has a pick that will melt in magma.''' Then have him remove the staircase from top to bottom, one layer at a time.  Use channel designations to remove obsidian stairs and remove construction designations for constructed stairs. When the bottom upstair construction is removed, the magma flow tile will be changed into a normal stone or soil cavern floor.&lt;br /&gt;
&lt;br /&gt;
7. The magma flow tile has been transformed into normal stone or soil floor. Go to step 2 to start on the next layer down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There may be many layers of semi-molten rock to dig through before reaching hell.  Also, if you get really unlucky, your final floor collapse can break through into hell and land in an Eerie Glowing Pit. If it does, your FPS will be [http://www.youtube.com/watch?v=aCNt8zFnyvM ruined]. Make sure you have a backup save before starting this procedure. What happens is that the magma flow tile gets stuck in the middle of the Eerie Glowing Pit, but it is unsupported by any walls or floors and will perpetually collapse every single frame. Your FPS drop to the low single digits even on a modern gaming PC.&lt;br /&gt;
&lt;br /&gt;
Upon breaching hell, the standard welcoming party will be spawned (if your map includes at least one adamantine spire). They will not, however, attack your fortress with the usual haste. This may be another facet of the &amp;quot;flying creature pathing bug&amp;quot;--presumably there is special code to handle the adamantine veins that does not apply to backdoor tunnels. They will eventually wander through the tunnel, and, once they can successfully path to your fortress, attack. The staggered offensive provides your dwarves with a much better chance to defend the fortress, though victory is still far from assured.&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Semi-molten rock]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280207</id>
		<title>Talk:Dungeon (zone)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Dungeon_(zone)&amp;diff=280207"/>
		<updated>2022-12-29T05:15:51Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: This page needs to be renamed, but circumstances are such that an admin's intervention is required.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rename ==&lt;br /&gt;
The new version of Dwarf Fortress refers to a Jail zone as a &amp;quot;Dungeon&amp;quot;;  this article should accordingly be moved to &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to reflect this.  However, such a move cannot be accomplished by a regular user, as it will necessitate moving over (and thereby deleting) a redirect, because the current &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; page has to be moved first (presumably to something like &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[&amp;lt;/nowiki&amp;gt;[[Dungeon (removed feature)]]&amp;lt;nowiki&amp;gt;]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, or something along those lines).  The &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;[[Template:av|av]]&amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; template in each article will need to be updated so that they continue to point to the correct version in older versions' namespaces.  [[User:Swenthorian|Swenthorian]] ([[User talk:Swenthorian|talk]]) 05:15, 29 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Dungeon&amp;diff=280206</id>
		<title>DF2014:Dungeon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Dungeon&amp;diff=280206"/>
		<updated>2022-12-29T05:08:51Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Removed the migrated tag, as this article is about a feature which was removed in a previous version of DF, and which was not re-added in the current one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{removed feature}}&lt;br /&gt;
&lt;br /&gt;
[[File:dungeon_preview.png|thumb|200px|right|Not a good place to hang out...]]&lt;br /&gt;
The '''dungeon''' was a subterranean network of rooms and passages that lay beneath the [[keep]] of a [[town]]. Dungeons were distinct from the other underground [[structure]]s, the [[catacombs]] and [[sewer]]s, although they occasionally created connections with either. They were usually the first place to explore for most adventurers beginning as hearthpersons in a town, and it provided decent challenge for [[adventure mode]] beginners.&lt;br /&gt;
&lt;br /&gt;
Rectangular rooms were joined by narrow corridors and stairways, and loot could be found lying around the rock floors. They did not hold prisoners or criminals in a [[jail]]. Outcasts were able to settle and form [[Town#Criminal organizations|criminal organizations]], with dungeons as their base of operations. Dungeons were thus a common locale for [[quest]] objectives.&lt;br /&gt;
&lt;br /&gt;
Dungeons were removed from the game in [[DF2014:Release information/0.47.01|version 0.47.01]], with plans for better replacements in a future update. Interestingly, [[Legends]] will sometimes mention [[Villain|particularly unsavory]] [[Tower (structure)|tower]] tenants adding dungeons as extensions to their dwellings and holding prisoners there for various reasons, but inspecting these towers in adventure mode currently shows no evidence of such chambers existing. This does suggest, however, that the future replacement dungeons will serve a more obvious purpose as containment for prisoners. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=175790.msg8107044#msg8107044 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt;&lt;br /&gt;
[[File:DevlogDungeonsLargeScale.png|thumb|250px|center|Largescale view of dungeon from Bay12 devlog.]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dungeons and dragons may occasionally happen when a dragon claims a dungeon.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = edir&lt;br /&gt;
| elvish  = nuwetha&lt;br /&gt;
| goblin  = bosa&lt;br /&gt;
| human   = thudel&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fortification&amp;diff=280205</id>
		<title>Fortification</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fortification&amp;diff=280205"/>
		<updated>2022-12-29T05:00:31Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Bugs */ Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Fortification''' is a construction that allows the passage of [[ammunition|projectiles]] [in and out] and liquids, [[mist]], [[steam]], [[web|webs]], [[fire]], [[miasma]] and [[smoke]], but in theory not [[creature]]s, making them an important part in a fortress's [[defense guide|defense]]. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. &lt;br /&gt;
&lt;br /&gt;
Fortifications allow liquids to pass through in any direction except vertically -- they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
[[File:Old-fort.png|thumb|260px|right|Probably stopped a goblin siege once. Possibly.]]Fortifications can be built one of two ways. Firstly, they can be carved from [[construction|constructed]] walls or [[smoothing|smooth]]ed natural walls by pressing {{K|d}}esignation and then Carve {{K|F}}ortifications. The second way is through the [[construction]] [[menu]]: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most [[building]]s, this will require one unit of [[wood]], [[stone]], [[metal]], or [[glass]]. Note that constructed fortifications do ''not'' create walkable [[floor]]s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
Carved fortifications must be carved by a dwarf with the [[Stone detailing]] [[labor]] enabled. Constructed fortifications must be built by a dwarf with a corresponding labor to the material used.&lt;br /&gt;
&lt;br /&gt;
* Fortifications ''constructed'' as such are ''open'' on top - they do not provide a floor for the tile above. This lets water, items and some critters in, until and unless a [[floor]] or something else is built one Z-level above, just like over any other empty space.&lt;br /&gt;
* Fortifications ''carved'' out of a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the original wall, this floor is ''not'' a &amp;quot;construction&amp;quot;, even if it's &amp;quot;Gabbro block floor&amp;quot;, thus other constructions can be readily placed on top of a carved fortification.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures can of course fly over fortifications (but not through). If there is open space above your defense positions, you can either ''carve'' them out of walls in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advice as dwarves don't like rain anyway and strange accidents can cause the weirdest things to fall from above. Note that fliers can diagonally bypass a fortification if the tile above the fortification doesn't have a floor. &lt;br /&gt;
&lt;br /&gt;
Enemy archers may also fire back through your fortifications. Enemies that stand directly next to your fortifications can fire inward, therefore it's recommended to build a moat around your fortifications, or elevate them from the ground level. Enemy '''elite''' bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces. Elite bowman can be defended against without compromising the usefulness of a fortification network by constructing a thin 1-tile wide raising [[bridge]] just outside the fortification. Attach each bridge to a [[lever]] and pull the lever if an elite goblin poses a threat. The blocking bridge will cut off line of sight and prevent bolts from penetrating your defenses.&lt;br /&gt;
&lt;br /&gt;
Melee combat can cause severed body parts of the combatants and their carried items to become stuck inside nearby fortifications. Items moved by [[flow]]ing water may do the same. Dwarves cannot directly recover these items, which can cause problems with clutter and especially [[miasma]]. The easiest solution is to destroy and reconstruct the fortification. Same applies to objects falling from above, thus if a fortification is used to e.g. protect a water sink, installing a floor [[grate]] above it may be a good idea: it will catch most stuff that would end up stuck in the fortification. It's not as simple with horizontal movement, but sometimes a line of vertical [[bars]] or [[grate]]s may help - if something gets stuck in them first, at least that place can be made accessible simply by flipping a [[lever]], then closed again just as quickly.&lt;br /&gt;
&lt;br /&gt;
Fortifications combined with [[window]]s can enable dwarves or their animals to watch for stealthy intruders from safety. As [[construction]]s, fortifications are immune to [[building destroyer]]s, yet they allow enemy archers to murder your watch-chickens. Windows will stop arrows, but as [[building]]s they're vulnerable to building destroyers. Combined correctly, the two can provide a see-through barrier that protects your watch-animals against any enemy, with the possible exception of an enemy that breathes [[fire]]. With enough animals on the job, this setup will reveal all [[ambush]]es and many a [[thief]]. Note that since this eats 2 tiles of 3 [[Observer|maximum detection range]], stealthy units can't avoid it altogether only in 1-tile wide (2 if observed from both sides) corridors. Its major weakness is the problem with body parts getting stuck in the fortifications. Alternatively, one could watch from above through floor [[grate]]s.&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] you can throw any item (such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses, etc.) through a fortification, but you cannot climb through them.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall [[grate]]s and vertical [[bars]] work, but they are vulnerable to [[building destroyer]]s.{{Bug|3327}}&lt;br /&gt;
* A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible, however if the water is flowing, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth). {{Bug|5458}}&lt;br /&gt;
* Items also can be pushed or dropped into a fortification, and remain inaccessible until it's removed. {{Bug|2163}}&lt;br /&gt;
* '''Creatures can now jump through fortifications''' {{Bug|8160}}&lt;br /&gt;
&lt;br /&gt;
* Additionally, there are other conditions that may allow a creature to pass through a fortification, such as being thrown by a wrestler, tossed by a bridge, or dropped from above. Should a creature end up in a fortification tile, it can path and move out of the fortification to any adjacent passable tile. If a creature is killed by an attack which knocks it into a fortification, its corpse and equipment will become lodged inside, requiring mining or deconstructing the fortification to remove the items.&lt;br /&gt;
** When this happens to a dwarf with baby, the baby gets dropped and then cannot leave the fortification on its own (unless one happens to grow into child while there). Removing the fortification is not possible when a baby is sitting there. {{Bug|2160}}&lt;br /&gt;
* Marksdwarves often fail to register that there are enemies on the other side of a fortification unless they (the dwarves) are directly next to the fortification. {{Bug|2697}} Having a single-tile hall behind can help. [[Statue]]s can be used as &amp;quot;soft&amp;quot; impassable tiles for this purpose: dwarves can dodge into one, but won't try to walk into such a tile normally.&lt;br /&gt;
&lt;br /&gt;
*[to be checked] if a wall is deconstructed while designated to be Fortified, the Fortifying job can still be done, (building a fortification instead of turning a wall to one)&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dumed | elvish = acene | goblin = osma | human = uvno}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Armor_stand&amp;diff=280085</id>
		<title>Armor stand</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Armor_stand&amp;diff=280085"/>
		<updated>2022-12-27T20:53:12Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Bugs */ This bug no longer seems to exist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Armor Stand&lt;br /&gt;
|tile=♫&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
}}&lt;br /&gt;
'''Armor stands''' are a type of [[furniture]]. Much like the [[weapon rack]], the armor stand can be used to create a [[barracks]]. After being built ({{k|b}}-{{k|a}}), you may define the barracks dimensions ({{k|q}}-{{k|r}}, then {{k|+}}{{k|-}}). It can also be placed in a [[noble|noble's]] [[room]] to [[Requirement|appease]] them.&lt;br /&gt;
&lt;br /&gt;
When used in a barracks designated for individual and squad equipment, dwarves will prefer to store their armor on stands instead of stockpiles. Doing so in concert with [[weapon rack]]s will allow you to create centralized armories for your military.&lt;br /&gt;
&lt;br /&gt;
Armor stands do not block dwarf movement.&lt;br /&gt;
[[File:Stefan Rormoser Armor for Field and Tilt 1554.jpg|thumb|200px|center|Stefan Rormoser Armor for Field and Tilt 1554. There used to be a person inside it, maybe...]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Stockpile storage always takes priority over furniture, making armor stands all but useless for their practical purpose.  (NOTE: This bug no longer seems to exist; can someone confirm?)&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=280070</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=280070"/>
		<updated>2022-12-27T18:31:45Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Ceramic industry output */ Fix punctuation.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
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[[File:clay_pots_sm.jpg|thumb|260px|right|Clay goods]]The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]]. Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making them a lucrative option for wealth creation. Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used. [[Earthenware]] items are produced from generic [[clay]], [[stoneware]] from [[fire clay]] and [[porcelain]] from the stone [[kaolinite]]. In order to ensure watertight [[earthenware]] containers ([[jug]]s and [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]]. The ceramics industry also produces [[gypsum plaster]] which is critical for dwarven [[healthcare]]. [[Pearlash]], a critical production material for the [[glass industry]], is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source. Regardless of material category, the specific goods that can be produced are: [[jug]]s, [[large pot]]s, [[block|bricks]] (clay blocks), [[statue]]s, [[craft]]s, and [[hive|beehives]]. [[Gypsum plaster]] and [[pearlash]] are also created at a kiln, but use the [[furnace operator]] instead of the potter labor.&lt;br /&gt;
&lt;br /&gt;
== Industry requirements: resources, facilities, and labor ==&lt;br /&gt;
* Resources: [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]] &lt;br /&gt;
* Facilities: [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors: Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of ceramic wares ==&lt;br /&gt;
=== Earthenware ===&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are typically the most abundant and readily available ware type. Earthenware items have a base value of {{money|3}} (equivalent to the highest value stone - [[obsidian]]). Earthenware items are '''not''' waterproof, and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage. Glazing can also be used to increase the value of the item. Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as the glazing material (ash).&lt;br /&gt;
&lt;br /&gt;
=== Stoneware ===&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[fire clay]], which is a fairly rare type of [[soil]]. As with generic clay, fire clay is collected using the clay collection [[activity zone]]. Stoneware items have a base value of {{money|4}}. They do not require glazing in order to be waterproof.&lt;br /&gt;
&lt;br /&gt;
=== Porcelain ===&lt;br /&gt;
[[Porcelain]] ceramics can only be made from [[kaolinite]], a pinkish [[magma-safe]] [[stone]] which may be found in large clusters in sedimentary layers. It must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[glass industry]]). Porcelain items have a value multiplier of 10x (equivalent to [[silver]].) Porcelain items are naturally waterproof (do not require glazing). While the stone itself is magma safe, porcelain blocks are not.&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout. Gypsum plaster is used to create casts, which are used for [[healthcare]] as an alternative to making and using splints. Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]. The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.&lt;br /&gt;
&lt;br /&gt;
== Earthenware production ==&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material. There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]]. To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order. If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map, you will be able to harvest clay infinitely. Collected clay appears as a boulder (similar to stone boulders) and does not use containers for storage or transport. Once harvested, the collecting dwarf will haul the clay to an appropriate [[stockpile]], if available.  If there are no suitable [[stockpile]]s, the clay will be left at the collection site.&lt;br /&gt;
&lt;br /&gt;
==== Firing clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Select the kiln and then designate the item to be made. There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel. A standard [[kiln]] will consume one unit of [[fuel]] per job. (For a discussion of fuel sources, see the [[fuel industry]].) &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal. Earthenware must be re-fired with a glaze material (or medium), of which there are two types, [[ash]] and [[cassiterite]] to produce a completed glazed product. Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]]. Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]]. Earthenware items re-fired in a kiln with 1/150th of a bar of [[ash]] produce [[ash glaze]]d items which adds {{money|50}} to the items value, though a full bar is required to start the job. Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds {{money|100}} to the items value. [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans. Bars of tin cannot be used to make tin glazes. Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware. It is effectively a unique (to ceramics and some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
&lt;br /&gt;
==== Production of glaze medium ====&lt;br /&gt;
* [[Ash]] bars are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]]. It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stoneware production ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
=== Fire clay collection ===&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]]. The collection of fire clay is done in exactly the same manner as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
=== Firing fire clay ===&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Porcelain production ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
=== Kaolinite collection ===&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering. It appears dark red in color, and is a sedimentary stone found in large clusters. The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress. If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]]. Check with your [[outpost liaison]] and request the stone. They probably won't bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
=== Firing porcelain ===&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Ceramic industry output ==&lt;br /&gt;
*'''Jugs and Large Pots:''' Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility. One consideration for their use would be the consideration of item [[weight]]. Earthenware is the lightest of the three -ware types with a [[density]] of 1360, which is much less than almost every type of stone, and all three types of glass (2600). [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320). The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700. Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become. So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers. (unless, of course, you have gobs of adamantine to spare, or plenty of wood.)&lt;br /&gt;
*'''Crafts:''' The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is the [[kiln]]. That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.&lt;br /&gt;
*'''Ceramic Bricks (aka blocks):'''  While all ceramic bricks are [[fire-safe]], they are not [[magma safe]] (even though porcelain is made from the magma-safe stone kaolinite). Ceramic bricks are 3-10x as valuable as common stone blocks and may be produced in infinite quantities if you have a local source of clay, making them marginally useful for improving the value of [[road]]s, [[bridge]]s, and [[room value|rooms]] in soil layers. If kaolinite is set to &amp;quot;non-economic&amp;quot; via the {{k|z}} Stone menu, a mason can convert one kaolinite boulder into four low-value, magma-safe kaolinite blocks instead.&lt;br /&gt;
*'''Statues:''' If high-value decorative metals ([[gold]], [[silver]], [[platinum]] and their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high-value rooms. The endless nature of earthenware and stoneware statues also makes them suitable for producing in high quantities to achieve the same purpose, or simply to create impressive-looking architecture.&lt;br /&gt;
&lt;br /&gt;
== Benefits of skilled labor and strange moods ==&lt;br /&gt;
A skilled [[potter]] or [[glazer]] will generate items or decorations of a higher value. If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items. Likewise, while done one at time, ash glazing is very fast with low resource cost. Neither the [[potter]] nor [[glazer]] labor qualifies for [[strange mood]]s. It can be worthwhile to give these dwarves some experience in a desirable &amp;quot;moodable&amp;quot; skill like [[weaponsmith]] to avoid getting another legendary [[woodcrafter]].&lt;br /&gt;
&lt;br /&gt;
==Advanced industry management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put dedicated kiln(s) on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln. (Or just use the workshop profile) Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process, have several dwarves with item hauling enabled for each kiln set to gather clay. Putting the collection zone as close as possible to the operating kiln and collection kilns reduces both hauling and travel time. The zone can be designated right on top of the operating kiln with no ill effects, and reduces the potter’s hauling duties to almost nil. There appear to be no issues with small (1-6 tile) zones with multiple collection kilns, although further research/experience is required.&lt;br /&gt;
# '''Managing your Stocks:''' Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so it's a good idea to create fairly large clay stockpiles close to your kilns. [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)  Alternatively, quantum stockpiles are a useful space-saving (but management-intensive) alternative. Kaolinite boulders also take up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:''' If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type. This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using linked [[stockpile]]s or workshop-restricting [[burrow]]s. Ideally you could create a single kiln for each ware type and link it to a dedicated stockpile. You will also need to link non-magma kilns to a fuel stockpile (you can use the same fuel stockpile for multiple kilns). Workshop-restricting burrows can be set up similarly. Another approach uses the fact that dwarves will usually go for the nearest available resource. Make a custom dedicated stockpile right next to a kiln, isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no-longer-needed material and carry in the newly desired one. You can also try forbidding the raw materials so dwarves can't make goods from them. This is probably most useful for kaolinite because of its limited availability.&lt;br /&gt;
# '''Glaze Specific Production:''' If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material. Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile. You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type. It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available. Ash is produced as a bar, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash. Tin bars can't be used to make tin glazes, so don't smelt cassiterite if you don't need tin bars.&lt;br /&gt;
&lt;br /&gt;
=== Ceramics industry integrated flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart (click to enlarge)|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|thumb|800px|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ceramic industry crossover ==&lt;br /&gt;
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry. [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]]. As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.&lt;br /&gt;
#'''Jewelry Industry:''' Clay can be used by a [[gem cutter]] to advance their cutting [[skill]]. As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone. The main drawback is the time it takes for an [[hauling|item hauler]] to gather the clay. &lt;br /&gt;
#'''Fuel Industry:''' The ceramic industry relies on fuel to function properly. Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. &lt;br /&gt;
#'''Wood Industry:''' The glazing of earthenware products relies on [[ash]]. If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.&lt;br /&gt;
&lt;br /&gt;
== Notes, tips, and tricks: ==&lt;br /&gt;
* '''Embark:''' To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' is shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles. When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]]. Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction. Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;. Take, for example, the ceramic statue. Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), it therefore must be considerably larger than a chest or cabinet (large furniture items which do allow units to pass through), and it can only be surmised that the statues are quite large. It follows that a &amp;quot;really big kiln&amp;quot;, (say, 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control. For a Dwarf, these feats of engineering are taken in (short legged) stride. Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Ceramic industry]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=280069</id>
		<title>Ceramic industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Ceramic_industry&amp;diff=280069"/>
		<updated>2022-12-27T18:31:22Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Ceramic industry output */ Added that wood is a better alternative, if you have lots of it.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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[[File:clay_pots_sm.jpg|thumb|260px|right|Clay goods]]The '''ceramic industry''' produces a variety of goods used for [[Finished goods|trade]], [[Container|storage]], [[block|construction]]s, and [[decoration]] in support of a [[fortress]]. Although the industry produces a fairly limited variety of goods when compared to others, ceramic goods are naturally worth three to ten times the [[Item value|value]] of similar goods made from common [[Stone industry|stone]] or [[Wood industry|wood]], making them a lucrative option for wealth creation. Ceramic goods are divided into three distinct categories (called wares) based on the raw materials used. [[Earthenware]] items are produced from generic [[clay]], [[stoneware]] from [[fire clay]] and [[porcelain]] from the stone [[kaolinite]]. In order to ensure watertight [[earthenware]] containers ([[jug]]s and [[large pot]]s), as well as to increase overall item value, [[earthenware]] items require an additional production step called [[Glazer|glazing]]. The ceramics industry also produces [[gypsum plaster]] which is critical for dwarven [[healthcare]]. [[Pearlash]], a critical production material for the [[glass industry]], is also created as a crossover material from the ceramic industry.&lt;br /&gt;
&lt;br /&gt;
All '''ceramic goods''' are produced by a '''[[potter]]''' at a '''[[kiln]]''' which requires a [[fuel]] source. Regardless of material category, the specific goods that can be produced are: [[jug]]s, [[large pot]]s, [[block|bricks]] (clay blocks), [[statue]]s, [[craft]]s, and [[hive|beehives]]. [[Gypsum plaster]] and [[pearlash]] are also created at a kiln, but use the [[furnace operator]] instead of the potter labor.&lt;br /&gt;
&lt;br /&gt;
== Industry requirements: resources, facilities, and labor ==&lt;br /&gt;
* Resources: [[Clay]], [[Fire clay]], [[Kaolinite]], [[Ash]] (from [[Wood]]), [[Cassiterite]], and [[fuel]] &lt;br /&gt;
* Facilities: [[Kiln]] or [[Magma kiln]], [[Wood furnace]]&lt;br /&gt;
* Labors: Item [[hauling]], [[Potter]], [[Furnace operator]], [[Glazer]], [[Mining]] (for Porcelain / fuel), [[Wood cutting]] (for fuel).&lt;br /&gt;
* Crossover industry requirements: [[Gypsum plaster]] stone: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]; [[Potash]] (for Pearlash)&lt;br /&gt;
&lt;br /&gt;
== Categories of ceramic wares ==&lt;br /&gt;
=== Earthenware ===&lt;br /&gt;
[[Earthenware]] ceramics are made using generic [[clay]] which can be collected from any generic clay [[soil]] tile using the clay collection [[activity zone]], which are typically the most abundant and readily available ware type. Earthenware items have a base value of {{money|3}} (equivalent to the highest value stone - [[obsidian]]). Earthenware items are '''not''' waterproof, and as such require a finishing step of [[Glazer|glazing]] should the intended final use require liquid storage. Glazing can also be used to increase the value of the item. Glazed earthenware products can take a considerable toll on your wood resources, in particular if you are using wood for fuel as well as the glazing material (ash).&lt;br /&gt;
&lt;br /&gt;
=== Stoneware ===&lt;br /&gt;
[[Stoneware]] ceramics can only be made from [[fire clay]], which is a fairly rare type of [[soil]]. As with generic clay, fire clay is collected using the clay collection [[activity zone]]. Stoneware items have a base value of {{money|4}}. They do not require glazing in order to be waterproof.&lt;br /&gt;
&lt;br /&gt;
=== Porcelain ===&lt;br /&gt;
[[Porcelain]] ceramics can only be made from [[kaolinite]], a pinkish [[magma-safe]] [[stone]] which may be found in large clusters in sedimentary layers. It must be [[mining|mined]] rather than collected, making it a finite resource, (similar to [[crystal glass]] as used in the [[glass industry]]). Porcelain items have a value multiplier of 10x (equivalent to [[silver]].) Porcelain items are naturally waterproof (do not require glazing). While the stone itself is magma safe, porcelain blocks are not.&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
[[Gypsum plaster]], while technically not a direct product of the ceramic industry, is produced at a [[kiln]], and can be included in your ceramic industry layout. Gypsum plaster is used to create casts, which are used for [[healthcare]] as an alternative to making and using splints. Gypsum plaster can be created from any of the following stone types: [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]]. The stone, along with an empty bag, must be brought to a kiln where a [[Furnace operator]] will pulverize the raw stone and place the plaster powder into the bag for storage.&lt;br /&gt;
&lt;br /&gt;
== Earthenware production ==&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
[[File:Earthenware Only.jpg|Thumb|right|400px|]]&lt;br /&gt;
Earthenware ceramics require generic clay as the basic raw material. There are several types of soil that provide clay, including [[clay]], [[clay loam]], [[sandy clay]], and [[silty clay]]. To collect clay, you will need to do the following:&lt;br /&gt;
# Use the [[Activity zone]] ({{k|i}}) function and select an area of soil (preferably in a secure, underground area) that contains clay, then select {{k|c}} to ensure that the zone is designated for clay collection.&lt;br /&gt;
# Ensure that at least one dwarf has the [[Hauling#Item hauling|item hauling]] labor enabled, which is the labor required to collect clay from a zone.&lt;br /&gt;
# Select a [[Kiln]] and issue a clay collection order. If you plan on producing a lot of items, it is a good idea to set this order on repeat.&lt;br /&gt;
As long as at least one tile of clay is available on your fortress map, you will be able to harvest clay infinitely. Collected clay appears as a boulder (similar to stone boulders) and does not use containers for storage or transport. Once harvested, the collecting dwarf will haul the clay to an appropriate [[stockpile]], if available.  If there are no suitable [[stockpile]]s, the clay will be left at the collection site.&lt;br /&gt;
&lt;br /&gt;
==== Firing clay ====&lt;br /&gt;
Earthenware items are produced at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Select the kiln and then designate the item to be made. There is no requirement to first create items on a potters wheel, so it is assumed that your potter hand throws the items to be made and places them directly into the kiln for firing, which strengthens and hardens the item. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel. A standard [[kiln]] will consume one unit of [[fuel]] per job. (For a discussion of fuel sources, see the [[fuel industry]].) &lt;br /&gt;
&lt;br /&gt;
=== Glazing ===&lt;br /&gt;
[[File:Glazing only.jpg|Thumb|right|400px|]]&lt;br /&gt;
[[Glaze|Glazing]] is a process that covers a selected ware with a substance that, when re-fired, results in a glassy, non porous coating which serves to protect the ware, make it impermeable to liquids, and to enhance its visual appeal. Earthenware must be re-fired with a glaze material (or medium), of which there are two types, [[ash]] and [[cassiterite]] to produce a completed glazed product. Earthenware ceramic containers must be glazed in order to hold [[water]] or more importantly [[booze]] and [[oil]]. Glazing also increases the value of the items, the amount determined by the type of glaze medium used. Glaze mediums are applied at a kiln to [[jug]]s, [[statue]]s, [[large pot]]s, and [[craft]]s made from either stone or ceramics, by a [[glazer]]. Earthenware items re-fired in a kiln with 1/150th of a bar of [[ash]] produce [[ash glaze]]d items which adds {{money|50}} to the items value, though a full bar is required to start the job. Earthenware items re-fired with boulders of [[cassiterite]] produce [[tin glaze]]d items which adds {{money|100}} to the items value. [[Cassiterite]] is an ore which, when smelted, produces [[tin]], and is typically rare, and usually cannot be purchased from caravans. Bars of tin cannot be used to make tin glazes. Note that glazes are not products in themselves, you do not make a glaze and then apply it to the ware. It is effectively a unique (to ceramics and some stone items) form of item decoration.&lt;br /&gt;
&lt;br /&gt;
[[File:Ash Only.jpg|Thumb|left|400px|]]&lt;br /&gt;
&lt;br /&gt;
==== Production of glaze medium ====&lt;br /&gt;
* [[Ash]] bars are produced by a [[wood burner]] at a [[wood furnace]] using the logs of felled [[tree]]s.&lt;br /&gt;
* [[Cassiterite]] is an [[ore]] of [[tin]], collected by [[mining]]. It is typically rare, and when present, is used to support the [[metal industry]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stoneware production ==&lt;br /&gt;
[[File:Stoneware Only.jpg||Thumb|right|400px|]]&lt;br /&gt;
=== Fire clay collection ===&lt;br /&gt;
Stoneware is notable in that it can only be made from [[fire clay]]. The collection of fire clay is done in exactly the same manner as regular clay collection. &lt;br /&gt;
&lt;br /&gt;
=== Firing fire clay ===&lt;br /&gt;
Stoneware items are produced by firing them at a [[kiln]] by a dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Porcelain production ==&lt;br /&gt;
[[File:Porcelain only.jpg||Thumb|right|400px|]]&lt;br /&gt;
=== Kaolinite collection ===&lt;br /&gt;
The stone [[kaolinite]] must be mined and collected as with other stone resource gathering. It appears dark red in color, and is a sedimentary stone found in large clusters. The presence of kaolinite and wood or [[bituminous coal]] (for fuel) in abundance can result in rapid (sometimes &amp;lt;del&amp;gt;too rapid&amp;lt;/del&amp;gt; lots of [[fun]]) wealth generation for a fortress. If you do not have any [[kaolinite]] readily available, you may be able to procure some through [[trading]]. Check with your [[outpost liaison]] and request the stone. They probably won't bring a lot, but it will give you something to work with.&lt;br /&gt;
&lt;br /&gt;
=== Firing porcelain ===&lt;br /&gt;
Porcelain items are produced at a [[kiln]] by a Dwarf with the [[potter]] [[labor]] enabled. Kilns require a [[fuel]] source, whereas [[magma kiln]]s can produce all items using [[magma]] as the fuel.&lt;br /&gt;
&lt;br /&gt;
== Ceramic industry output ==&lt;br /&gt;
*'''Jugs and Large Pots:''' Given that there is considerable work required to use [[earthenware]] jugs and large pots for liquid storage (i.e. glazing), it is reasonable to question their utility. One consideration for their use would be the consideration of item [[weight]]. Earthenware is the lightest of the three -ware types with a [[density]] of 1360, which is much less than almost every type of stone, and all three types of glass (2600). [[Jet]] (stone) is the exception, as its density is just below that of earthenware (1320). The lightest normal (not [[adamantine]]) metal is [[aluminum]] at 2700. Large pots used for [[booze]] storage are typically hauled all over your fortress, so the lighter and thereby faster they are, the more efficient they become. So the extra effort of producing glazed earthenware large pots will result in the largest, and effectively lightest liquid containers, (unless, of course, you have gobs of adamantine to spare, or plenty of wood.)&lt;br /&gt;
*'''Crafts:''' The ceramic industry is one of the few industries that does not benefit from a nearby [[craftsdwarf's workshop]]. As with the [[metal industry|metal]] and [[glass industry|glass]] industries, a unique facility is required to create crafts, and for ceramics this is the [[kiln]]. That said, the kiln cannot be used to make ceramic goblets, instruments, or toys.&lt;br /&gt;
*'''Ceramic Bricks (aka blocks):'''  While all ceramic bricks are [[fire-safe]], they are not [[magma safe]] (even though porcelain is made from the magma-safe stone kaolinite). Ceramic bricks are 3-10x as valuable as common stone blocks and may be produced in infinite quantities if you have a local source of clay, making them marginally useful for improving the value of [[road]]s, [[bridge]]s, and [[room value|rooms]] in soil layers. If kaolinite is set to &amp;quot;non-economic&amp;quot; via the {{k|z}} Stone menu, a mason can convert one kaolinite boulder into four low-value, magma-safe kaolinite blocks instead.&lt;br /&gt;
*'''Statues:''' If high-value decorative metals ([[gold]], [[silver]], [[platinum]] and their [[metal|alloy]]s) are in short supply, and you are lucky enough to have some kaolinite, porcelain [[statue]]s can be used to create high-value rooms. The endless nature of earthenware and stoneware statues also makes them suitable for producing in high quantities to achieve the same purpose, or simply to create impressive-looking architecture.&lt;br /&gt;
&lt;br /&gt;
== Benefits of skilled labor and strange moods ==&lt;br /&gt;
A skilled [[potter]] or [[glazer]] will generate items or decorations of a higher value. If fuel is in ready supply, a [[potter]] can be quickly skilled up by churning out earthenware craft items. Likewise, while done one at time, ash glazing is very fast with low resource cost. Neither the [[potter]] nor [[glazer]] labor qualifies for [[strange mood]]s. It can be worthwhile to give these dwarves some experience in a desirable &amp;quot;moodable&amp;quot; skill like [[weaponsmith]] to avoid getting another legendary [[woodcrafter]].&lt;br /&gt;
&lt;br /&gt;
==Advanced industry management==&lt;br /&gt;
# '''Optimal Clay Collection:''' A robust ceramic industry will demand a lot of clay, so it is a good idea to put dedicated kiln(s) on repeating collection orders, preferably with nine redundant iterations to prevent the [[manager]] from tasking any other production from that kiln. (Or just use the workshop profile) Clay collection is time-consuming, and if you are outstripping your supply you will start to see job cancellations as the potter's increasing skill / speed of production outpaces the clay supply. To ensure a smooth production process, have several dwarves with item hauling enabled for each kiln set to gather clay. Putting the collection zone as close as possible to the operating kiln and collection kilns reduces both hauling and travel time. The zone can be designated right on top of the operating kiln with no ill effects, and reduces the potter’s hauling duties to almost nil. There appear to be no issues with small (1-6 tile) zones with multiple collection kilns, although further research/experience is required.&lt;br /&gt;
# '''Managing your Stocks:''' Clay is [[stockpile]]d under Stone, and each clay boulder takes up a single tile, so it's a good idea to create fairly large clay stockpiles close to your kilns. [[Wheelbarrow]]s may be useful for collecting clay, but it needs to be determined if a second collection trip occurs for each clay boulder produce in collection, (e.g. one trip to harvest the clay and one to transport it) which might diminish the utility of the wheelbarrow. It may be more efficient to create a stockpile right next to your collection area, and then create a second stockpile next to your kilns, which takes from the first (in which case wheelbarrow use will save time.)  Alternatively, quantum stockpiles are a useful space-saving (but management-intensive) alternative. Kaolinite boulders also take up a full tile, so somewhat large stockpiles are useful for that as well.&lt;br /&gt;
# '''Ware Specific Production:''' If you are fortunate enough to have both generic and fire clay, as well as kaolinite, or you purchase the material from caravans, you will want to control the ceramic item produced by the related ware type. This is challenging, as you can't fine-tune what your dwarves will use through the kiln menu or the manager's screen. You can't tell them exactly what material to fire or what kind of thing to glaze, only what to make and what type of item to glaze. This can be solved by using linked [[stockpile]]s or workshop-restricting [[burrow]]s. Ideally you could create a single kiln for each ware type and link it to a dedicated stockpile. You will also need to link non-magma kilns to a fuel stockpile (you can use the same fuel stockpile for multiple kilns). Workshop-restricting burrows can be set up similarly. Another approach uses the fact that dwarves will usually go for the nearest available resource. Make a custom dedicated stockpile right next to a kiln, isolating the raw material, and you can more or less force the potters to use that material over another. If you only have one production kiln, this has the major disadvantage of requiring you to haul raw material back and forth when you change ware type, as dwarves will have to carry away the no-longer-needed material and carry in the newly desired one. You can also try forbidding the raw materials so dwarves can't make goods from them. This is probably most useful for kaolinite because of its limited availability.&lt;br /&gt;
# '''Glaze Specific Production:''' If you have lots of wood and cassiterite available allowing for both glaze types, you will face the same production problems as you would with multiple ware source material. Optimally, dedicate one kiln to a stockpile with a specific glaze material (ash or cassiterite), a fuel stockpile, and an earthenware goods stockpile. You can chose (control) the item to be glazed, and by linking the kiln to a specific glaze material stockpile, you will also control the glaze type. It is also useful to keep a [[wood furnace]] producing ash and a wood stockpile close by, which should keep your stocks of ash readily available. Ash is produced as a bar, and is stored in [[bin]]s, so your ash stockpile can be fairly small and still hold a considerable amount of ash. Tin bars can't be used to make tin glazes, so don't smelt cassiterite if you don't need tin bars.&lt;br /&gt;
&lt;br /&gt;
=== Ceramics industry integrated flowchart ===&lt;br /&gt;
{{collapsible|Production Flowchart (click to enlarge)|&lt;br /&gt;
[[File:Ceramics Flowchart (All).jpg|thumb|800px|center|Ceramic Industry Production Flowcharts]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Ceramic industry crossover ==&lt;br /&gt;
# '''Glass Industry:''' As there is some natural overlap with the [[glass industry]] with regard to materials required, it may be useful to set up your ceramics industry near your glass industry. [[Potash maker]]s use ash at [[Ashery|asheries]] to produce [[potash]], which in turn feeds kilns that make [[pearlash]], which is used to make [[clear glass]] and [[crystal glass]]. As ceramics already requires ash production, and uses kilns as the primary production facility, there is some efficiency advantage to be had by keeping the distance between the two industries short.&lt;br /&gt;
#'''Jewelry Industry:''' Clay can be used by a [[gem cutter]] to advance their cutting [[skill]]. As clay is effectively unlimited, and as it requires no processing step (unlike [[glass]]) in order to be used, it is a very efficient material for training your gem cutters, and it can be transported more quickly than stone. The main drawback is the time it takes for an [[hauling|item hauler]] to gather the clay. &lt;br /&gt;
#'''Fuel Industry:''' The ceramic industry relies on fuel to function properly. Until magma becomes available, a steady supply of [[coke]] or [[charcoal]] will be necessary. &lt;br /&gt;
#'''Wood Industry:''' The glazing of earthenware products relies on [[ash]]. If you plan on developing a large ceramic industry, integration of ash production directly into the ceramics facility layout is recommended.&lt;br /&gt;
&lt;br /&gt;
== Notes, tips, and tricks: ==&lt;br /&gt;
* '''Embark:''' To ensure that you can set up a basic ceramic industry, make sure that either '''&amp;quot;clay&amp;quot;''' or '''&amp;quot;shallow clay&amp;quot;''' is shown as available in the [[embark]] screen. The specific type of clay available, (such as fire clay) cannot be determined ahead of time, (unless you use DFHack's pre-embark estimate, which is not always accurate.)&lt;br /&gt;
* Raw clay boulders can also be used in construction, similar to stone boulders.&lt;br /&gt;
* It is possible to create clay soil tiles in areas where there are no naturally occurring tiles. When an underground plant ([[tree]]s, [[shrub]]s, [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] - for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay.&lt;br /&gt;
* Ceramics are considered to be [[fire-safe]] but typically are not [[magma safe]]. Raw clay is not [[fire-safe]].&lt;br /&gt;
* '''Stupid Dwarf Ceramics:''' Create an oriental themed fortress using porcelain statues, and ceramic blocks for internal construction. Use fire clay to create 1000 Terracotta statues for an elaborate tomb in which to enshrine a dead [[noble]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Being somewhat sensitive as to their height (or lack thereof) in comparison to other sentient races, the ingenious yet vertically insecure Dwarves are prone to compensate for their diminutive stature by making &amp;quot;really big things&amp;quot;. Take, for example, the ceramic statue. Given that the average statue is large enough to take up the entire space of a tile upon which it is placed (thereby prohibiting passage), it therefore must be considerably larger than a chest or cabinet (large furniture items which do allow units to pass through), and it can only be surmised that the statues are quite large. It follows that a &amp;quot;really big kiln&amp;quot;, (say, 10-12 feet tall) would be required to fire one of these &amp;quot;really big statues&amp;quot; using incredibly accurate temperature control. For a Dwarf, these feats of engineering are taken in (short legged) stride. Given the size, weight, and relative fragility of an un-fired statue, it must be assumed that your basic kiln also includes a crane (or two) and the necessary scaffolding surrounding the kiln that will allow careful placement of the statues within the massive firing chamber.&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Ceramic industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Ceramic industry]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Chalk&amp;diff=279842</id>
		<title>Chalk</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Chalk&amp;diff=279842"/>
		<updated>2022-12-26T02:27:21Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: Added a screenshot of some chalk constructs&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{layerlookup/0}}{{av}}&lt;br /&gt;
[[File:Chalk samples (Steam).png|thumb]]&lt;br /&gt;
&lt;br /&gt;
'''Chalk''' is a [[flux]] [[stone]] found in the [[sedimentary layer]]. As such, it is worth twice as much as most other stones. &lt;br /&gt;
Despite chalk's rather chalky nature in real life, [[furniture]] and [[Finished goods|crafts]] made out of chalk in Dwarf Fortress last as long as [[granite]] ones. &lt;br /&gt;
Chalk is '''not''' [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Chalk, a soft white sedimentary rock, is a form of [[limestone]] composed of the mineral [[calcite]]. It often contains [[chert]] and minor amounts of [[silt]] and [[clay]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Mur craie et brique sur soubassement silex.png|Chalk blocks (white) in a wall&lt;br /&gt;
File:Craie coniacienne avec rognons à silex recouverte par horizon lœssique.png|A layer of chalk&lt;br /&gt;
File:Chalk quarry crete B.jpg|Chalk quarry&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Chalk_samples_(Steam).png&amp;diff=279841</id>
		<title>File:Chalk samples (Steam).png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Chalk_samples_(Steam).png&amp;diff=279841"/>
		<updated>2022-12-26T02:26:28Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: A sampling of chalk constructs from the Steam edition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A sampling of chalk constructs from the Steam edition&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=279015</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=279015"/>
		<updated>2022-12-22T08:55:03Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Bugs */ Added the constructed floor issue to the list of bugs.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events.  Unlike [[furniture]], engravings won't give passing dwarves happy [[thought]]s. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any natural or constructed tiles composed of non-{{token|SOIL|imat}} material can be [[smoothing|smoothed]] and then engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]]. Engraved  [[ice]] is called 'Sculpted Ice'.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however natural and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall.  Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}.  The dwarf must have the [[Engravers|Stone Detailing]] work detail active. &lt;br /&gt;
&lt;br /&gt;
Once a tile is designated the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving is left to the choice of the engraver performing the job.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional--only the side the engraving dwarf stood on will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value. However, since the  &lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of elephants mauling dwarves) can be removed by {{k|v}} designating the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
Previously, constructing then removing walls/floors on top of engraved floors would reset a tile completely back to the natural stone, however this doesn't appear to work anymore. Thankfully, you're not out of luck -- just carve minecart tracks over the engraving, and you're as good as new.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them -- simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor.&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall - mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
&lt;br /&gt;
Dwarves never actually look at engravings - they simply take their perceived value into account when evaluating the value of a particular [[room]].&lt;br /&gt;
&lt;br /&gt;
For example, if a picture in a dwarf's bedroom has a &amp;quot;value&amp;quot; of 100☼, then it will make said bedroom worth 100☼ more. If the dwarf likes whatever the picture is depicting, they might decide that it's worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes the picture, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
&lt;br /&gt;
The effect on room value in cases of [[temple]]s and [[guildhall]]s is its material [[value]] multiplied by its [[Item_quality#Quality_grades|quality grade]] value multiplier.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;. {{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Maya civilization.]]&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
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{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=279014</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=279014"/>
		<updated>2022-12-22T08:53:56Z</updated>

		<summary type="html">&lt;p&gt;Swenthorian: /* Removal */ Clarification.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. Engravings made with a quality of -Well-crafted- and higher will usually be in reference to previous events.  Unlike [[furniture]], engravings won't give passing dwarves happy [[thought]]s. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
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Any natural or constructed tiles composed of non-{{token|SOIL|imat}} material can be [[smoothing|smoothed]] and then engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]]. Engraved  [[ice]] is called 'Sculpted Ice'.&lt;br /&gt;
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==Process==&lt;br /&gt;
You can only engrave non-[[soil]] floors and walls, however natural and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall.  Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}.  The dwarf must have the [[Engravers|Stone Detailing]] work detail active. &lt;br /&gt;
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Once a tile is designated the theme or content of the engraving can be selected by first clicking on the designated tile and then clicking the &amp;quot;specify image&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving is left to the choice of the engraver performing the job.&lt;br /&gt;
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Engravings are directional--only the side the engraving dwarf stood on will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
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Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value. However, since the  &lt;br /&gt;
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==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
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==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of elephants mauling dwarves) can be removed by {{k|v}} designating the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
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Previously, constructing then removing walls/floors on top of engraved floors would reset a tile completely back to the natural stone, however this doesn't appear to work anymore. Thankfully, you're not out of luck -- just carve minecart tracks over the engraving, and you're as good as new.&lt;br /&gt;
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There are bugs with engravings on constructed floors that make it tricky to remove them -- simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text. Weird!&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor; this will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor.&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
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Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
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Wall engravings can only be removed by removing the wall - mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
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Removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it. However, removing engraved natural walls/floors will remove the engraving without triggering the negative thought.&lt;br /&gt;
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==Effects on room value==&lt;br /&gt;
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Dwarves never actually look at engravings - they simply take their perceived value into account when evaluating the value of a particular [[room]].&lt;br /&gt;
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For example, if a picture in a dwarf's bedroom has a &amp;quot;value&amp;quot; of 100☼, then it will make said bedroom worth 100☼ more. If the dwarf likes whatever the picture is depicting, they might decide that it's worth, say, 150☼ to them (and consider the room to be more valuable than another dwarf would). If the dwarf dislikes the picture, though, they might decide that it's worth only 10☼ and subsequently complain that their room is substandard (if they happen to be a noble).&lt;br /&gt;
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The effect on room value in cases of [[temple]]s and [[guildhall]]s is its material [[value]] multiplied by its [[Item_quality#Quality_grades|quality grade]] value multiplier.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' is not shown when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;. {{verify}}&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Maya civilization.]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>Swenthorian</name></author>
	</entry>
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