http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Ispil&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T11:37:21ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Alexandrite&diff=211733Alexandrite2014-10-11T21:42:57Z<p>Ispil: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|21:42, 11 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
{{gemlookup/0}}{{av}}<br />
<br />
'''Alexandrites''' are semi-precious [[gem]]s found as small clusters in [[granite]], [[marble]], and [[schist]] layers. In the real world, alexandrite is a variety of [[chrysoberyl]], and is commonly used in lasers for laser hair removal.<br />
<br />
{{gamedata}}<br />
{{gems}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Abaca&diff=211732Abaca2014-10-11T21:42:30Z<p>Ispil: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|21:42, 11 October 2014 (UTC)}}<br />
{{Treelookup/0}}<br />
{{av}}<br />
<br />
'''Abaca''' is one of the many genera of trees found above ground. Unlike most trees, it produces no wood; the raws suggest that it will one day produce textile fibers, but that function is not yet implemented.<br />
<br />
{{gamedata}}<br />
{{Plants}}<br />
{{Category|Surface trees}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=v0.34:Dryland&diff=211731v0.34:Dryland2014-10-11T21:41:39Z<p>Ispil: Changed quality rating from "Unrated" to "Fine" using the rating script</p>
<hr />
<div>{{Quality|Fine|21:41, 11 October 2014 (UTC)}}<br />
{{av}}<br />
A '''dryland''' is a catch-all term for a [[biome]] with no real source of [[water]]. This article deals with keeping your [[dwarves]] alive in such an environment.<br />
<br />
==Will your dwarves die of thirst?==<br />
No, not normally. All dwarves prefer to drink [[alcohol]] over [[water]] thus as long as you have a steady supply of booze your dwarves will continue happily.<br />
<br />
However [[injury|injured]] dwarves will drink water, and water only. In such a case the dwarf will eventually die.<br />
<br />
==Hidden water==<br />
Are you sure your biome has no water? Just because none is on the surface doesn't mean there isn't any to be had. You may have:<br />
<br />
*[[Aquifer]]s. Simply digging down may yield an infinte water source.<br />
*An [[Ocean]]. You will have to desalinate the water by running it through a [[screw pump]], but it'll do.<br />
*[[Ice]]. You will need a source of [[magma]] to melt it, but it can be done.<br />
*[[Murky pool]]s. Murky pools are surface ponds that will refill when it rains, and often dry out over summer.<br />
<br />
==True drylands==<br />
If your settlement doesn't have any of the above, you're kind of screwed. As long as you can keep your alcohol production up your dwarves won't die, but you may have to say goodbye to any and every dwarf that gets injured.<br />
<br />
{{Water FAQ}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Water&diff=211709Water2014-10-11T02:44:38Z<p>Ispil: Redlink fix</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}<br />
<br />
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous. It is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question. If there are zero tiles of water source available, the water is saltwater.<br />
<br />
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].<br />
<br />
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting <nowiki>[SHOW_FLOW_AMOUNTS:YES]</nowiki> in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:0:1}} through {{Tile|7|1:0:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.<br />
<br />
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to "Dangerous terrain" and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.<br />
<br />
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)<br />
<br />
Objects made of wood, including logs, do not float in water. They act like all other objects and sink to the bottom.<br />
<br />
== Processes ==<br />
===Evaporation===<br />
In the normal underground temperature of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. Exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids. A single 1/7 water tile will evaporate faster than a large recently flooded area or a 1/7 water tile by a river, for example.<br />
<br />
At high temperatures (usually found in [[Climate#Scorching|Scorching climates]]) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow.<br />
<br />
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.<br />
<br />
=== Freezing and thawing ===<br />
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.<br />
<br />
When outdoor water freezes or thaws it does so instantly. Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most likely leading to [[swimmer#Drowning|drowning]] if the dwarf is not an experienced [[swimmer]].<br />
<br />
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause it to eventually melt, turning it into a "water" item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}<br />
<br />
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.<br />
<br />
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.<br />
<br />
==== Freezing point ====<br />
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.<br />
<br />
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.<br />
<br />
Below this point, many machine components will not work, instead displaying "Frozen here". This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].<br />
<br />
== Properties ==<br />
===Depth===<br />
<br />
Water (as well as [[magma]]) can be one of eight different depths. You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[d_init.txt]] file to display water levels by changing the SHOW_FLOW_AMOUNTS value to YES.<br />
<br />
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth. Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels. A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.<br />
{| class="wikitable"<br />
|-<br />
! Depth<br />
! Description<br />
|-<br />
| 0<br />
| No water present.<br />
|-<br />
| 1<br />
| Water may evaporate. No effect on dwarven jobs.<br />
|-<br />
| 2<br />
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.<br />
|-<br />
| 3<br />
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.<br />
|-<br />
| 4<br />
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher.<br />
|-<br />
| 5<br />
| Head height.<br />
|-<br />
| 6<br />
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time.<br />
|-<br />
| 7<br />
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.<br />
|}<br />
<br />
===Sourced water===<br />
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s) is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.<br />
<br />
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.<br />
<br />
==Flow==<br />
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.<br />
<br />
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to "teleport" the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water "pile up" on top. This behavior can be exploited to move water long distances very quickly (see "Getting rid of unwanted water" below).<br />
<br />
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. <br />
<br />
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].<br />
<br />
== Contamination ==<br />
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.<br />
<br />
===Salt water===<br />
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map it is helpful to desalinate it.<br />
<br />
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the "water source (x)" is (0), then the source is salty. If not, then your dwarves will drink it.<br />
<br />
A [[screw pump]] can be used to desalinate water.<br />
<br />
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.<br />
<br />
=== Stagnant water ===<br />
<br />
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty. Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].<br />
<br />
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will destroy stagnant water. <sup>[[DF2012:Release information/0.34.09|0.34.09]]</sup><br />
<br />
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.<br />
<br />
=== Water laced with mud ===<br />
If a water source is only one z-level deep and its floor is covered by "a pile of mud" (like most [[cavern|underground pools]]), then any water taken from it will be "water laced with mud". Drinking water laced with mud will give your dwarves an unhappy thought. It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].<br />
<br />
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains "a pile of mud", and water coming into contact with a clean floor only creates "a dusting of mud".<br />
<br />
===Contaminants===<br />
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.<br />
<br />
==Getting rid of unwanted water==<br />
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.<br />
<br />
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it: build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it. Link this to a lever to control the flow as you desire. Now evacuate the dwarves and wall off the area above the bridge. Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom. Now how can the dwarves dig these squares out? Yep, from beneath the bridge. In this way they get the water flow started without ever getting their little feet wet. This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.<br />
<br />
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.<br />
<br />
Dwarves, especially babies, have an almost supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.<br />
<br />
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}<br />
<br />
{{Category|Physics}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Health_care&diff=211708Health care2014-10-11T02:42:10Z<p>Ispil: Removed all mentions of the "stuck in traction bench" bug, since it no longer exists.</p>
<hr />
<div>{{Quality|Superior|14:14, 20 August 2014 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.<br />
<br />
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors <strike>inflict</strike> perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals "requesting" diagnosis in the [[Health screen|z-health screen]]. <br />
<br />
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. <br />
<br />
==Setting up a Hospital==<br />
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure "Hospital" is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.<br />
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.<br />
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. A small hospital can manage with 2 containers, while a fully fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere. But dedicated hospital containers allow you to earmark some supplies for medical use -- for example, to prevent the auto-looming of ''every'' last thread.)<br />
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.<br />
** Multiple dwarves may undergo simultaneous surgeries on the same table.<br />
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires "immobilization."<br />
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.<br />
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.<br />
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).<br />
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}. Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)<br />
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material. Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.<br />
<br />
== Skills and Injuries==<br />
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.<br />
<br />
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- Feed patients/prisoners -- [[Recovering wounded]]<br />
<br />
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed. Note that recovering wounded appears to be an extremely low priority task. Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.<br />
<br />
A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.<br />
<br />
[[Wound|Injuries]]<br />
:{| border=0 cellpadding=0 cellspacing=1 style="background: black"<br />
|-<br />
|<font color="#ffffff"> '''NONE: No recorded active wounds on the part.'''</font><br />
|-<br />
|<font color="#808000"> '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''</font><br />
|-<br />
|<font color="#ffff00"> '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''</font><br />
|-<br />
|<font color="#00ffff"> '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''</font><br />
|-<br />
|<font color="#ff0000"> '''BROKEN: The part has lost all structural integrity or muscular ability.'''</font><br />
|-<br />
|<font color="#808080"> '''MISSING: The part is completely gone. '''</font><br />
|}<br />
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.<br />
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and casts, or traction benches. Grasping is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.<br />
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser. Caused by [[attack_types#Edged_weapons|slashing]] injuries.<br />
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.<br />
<br />
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.<br />
<br />
==Infection==<br />
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.<br />
<br />
Causes of infection include:<br />
* No cleaning of the wounds.<br />
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.<br />
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}<br />
* Cleaning without [[soap]].<br />
* Bad luck<br />
<br />
== Equipment ==<br />
=== Traction Benches ===<br />
<br />
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.<br />
<br />
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. "Recycling" low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).<br />
<br />
=== Casts ===<br />
<br />
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.<br />
<br />
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3 points per unit; each unit comes with a free [[bag]].<br />
<br />
=== Splints ===<br />
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.<br />
<br />
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints are categorized as [[finished goods]].<br />
<br />
=== Other equipment===<br />
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.<br />
*[[Table]]s are used to conduct operations on.<br />
*[[Bed]]s are used by patients to rest.<br />
*[[Thread]] is used to suture closed wounds.<br />
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.<br />
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.<br />
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.<br />
*[[Bucket]]s are used to gather and hold the water for its uses.<br />
*[[Container]]s are used to store hospital supplies.<br />
<br />
==Tips for an Effective Hospital==<br />
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.<br />
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.<br />
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.<br />
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.<br />
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. <br />
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.<br />
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.<br />
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen. Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.<br />
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately so long as there is an idle dwarf.<br />
* Create "nurses" by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. <br />
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).<br />
** "Recover wounded", "Give food" and "Give water" are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets "unbusy" enough to bring them food, water, or move them to the hospital.<br />
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.<br />
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.<br />
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile. "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created. Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery. Best bet is ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.<br />
<br />
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special "[[raw adamantine|exotic]]" strands. You may want to forbid these during medical emergencies.<br />
<br />
==Bugs==<br />
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}<br />
* Adamantine thread used for suturing. {{Bug|1346}}<br />
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}<br />
* Purchased plaster powder does not appear in the hospital storage. {{verify}}<br />
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.<br />
<br />
<br />
{{d for dwarf}}<br />
Soap is the only item dwarves will use to sterilize a wound. While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity. Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.<br />
<br />
{{Category|Healthcare}}<br />
{{Industry}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Health_care&diff=211707Health care2014-10-11T02:22:22Z<p>Ispil: Removed fixed bug.</p>
<hr />
<div>{{Quality|Superior|14:14, 20 August 2014 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.<br />
<br />
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors <strike>inflict</strike> perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals "requesting" diagnosis in the [[Health screen|z-health screen]]. <br />
<br />
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. <br />
<br />
==Setting up a Hospital==<br />
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure "Hospital" is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.<br />
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.<br />
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. A small hospital can manage with 2 containers, while a fully fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere. But dedicated hospital containers allow you to earmark some supplies for medical use -- for example, to prevent the auto-looming of ''every'' last thread.)<br />
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.<br />
** Multiple dwarves may undergo simultaneous surgeries on the same table.<br />
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires "immobilization." Remember to check back on the <strike>victim</strike> patient after a while or they may be in the traction bench for a long, long time.{{bug|4470}} (Or be lucky; sometimes immobilization requests simply disappear with no bad consequences.) <br />
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.<br />
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.<br />
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).<br />
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}. Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)<br />
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material. Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.<br />
<br />
== Skills and Injuries==<br />
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.<br />
<br />
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- Feed patients/prisoners -- [[Recovering wounded]]<br />
<br />
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed. Note that recovering wounded appears to be an extremely low priority task. Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.<br />
<br />
A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.<br />
<br />
[[Wound|Injuries]]<br />
:{| border=0 cellpadding=0 cellspacing=1 style="background: black"<br />
|-<br />
|<font color="#ffffff"> '''NONE: No recorded active wounds on the part.'''</font><br />
|-<br />
|<font color="#808000"> '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''</font><br />
|-<br />
|<font color="#ffff00"> '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''</font><br />
|-<br />
|<font color="#00ffff"> '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''</font><br />
|-<br />
|<font color="#ff0000"> '''BROKEN: The part has lost all structural integrity or muscular ability.'''</font><br />
|-<br />
|<font color="#808080"> '''MISSING: The part is completely gone. '''</font><br />
|}<br />
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.<br />
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and casts, or traction benches. Grasping is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.<br />
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser. Caused by [[attack_types#Edged_weapons|slashing]] injuries.<br />
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.<br />
<br />
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.<br />
<br />
==Infection==<br />
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.<br />
<br />
Causes of infection include:<br />
* No cleaning of the wounds.<br />
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.<br />
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}<br />
* Cleaning without [[soap]].<br />
* Bad luck<br />
<br />
== Equipment ==<br />
=== Traction Benches ===<br />
<br />
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.<br />
<br />
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. "Recycling" low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).<br />
<br />
Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf. <br />
<br />
Do not be hasty in removing a presumably-stuck dwarf from traction, however. Such treatment takes weeks or months to succeed and removing the dwarf prematurely will undo all the progress that has been made. If the dwarf has been in traction without being diagnosed or otherwise treated for a month and the health screen shows no scheduled treatment, they probably were forgotten and need the traction bench deconstructed to release them. Another possible way to check if a dwarf is stuck is by {{k|v}}iewing the {{k|w}}ounds of the dwarf in question. If the damaged part isn't at red, then the dwarf is stuck.<br />
<br />
=== Casts ===<br />
<br />
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.<br />
<br />
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3 points per unit; each unit comes with a free [[bag]].<br />
<br />
=== Splints ===<br />
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.<br />
<br />
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints are categorized as [[finished goods]].<br />
<br />
=== Other equipment===<br />
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.<br />
*[[Table]]s are used to conduct operations on.<br />
*[[Bed]]s are used by patients to rest.<br />
*[[Thread]] is used to suture closed wounds.<br />
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.<br />
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.<br />
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.<br />
*[[Bucket]]s are used to gather and hold the water for its uses.<br />
*[[Container]]s are used to store hospital supplies.<br />
<br />
==Tips for an Effective Hospital==<br />
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.<br />
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.<br />
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.<br />
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.<br />
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. <br />
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.<br />
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.<br />
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen. Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.<br />
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately so long as there is an idle dwarf.<br />
* Create "nurses" by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. <br />
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).<br />
** "Recover wounded", "Give food" and "Give water" are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets "unbusy" enough to bring them food, water, or move them to the hospital.<br />
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.<br />
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.<br />
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile. "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created. Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery. Best bet is ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.<br />
<br />
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special "[[raw adamantine|exotic]]" strands. You may want to forbid these during medical emergencies.<br />
<br />
==Bugs==<br />
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}<br />
* Adamantine thread used for suturing. {{Bug|1346}}<br />
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}<br />
* Purchased plaster powder does not appear in the hospital storage. {{verify}}<br />
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.<br />
<br />
<br />
{{d for dwarf}}<br />
Soap is the only item dwarves will use to sterilize a wound. While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity. Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.<br />
<br />
{{Category|Healthcare}}<br />
{{Industry}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Health_care&diff=211706Health care2014-10-11T02:21:44Z<p>Ispil: Removed fixed bug.</p>
<hr />
<div>{{Quality|Superior|14:14, 20 August 2014 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
<br />
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.<br />
<br />
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors <strike>inflict</strike> perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals "requesting" diagnosis in the [[Health screen|z-health screen]]. <br />
<br />
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. <br />
<br />
==Setting up a Hospital==<br />
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure "Hospital" is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.<br />
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.<br />
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. A small hospital can manage with 2 containers, while a fully fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere. But dedicated hospital containers allow you to earmark some supplies for medical use -- for example, to prevent the auto-looming of ''every'' last thread.)<br />
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.<br />
** Multiple dwarves may undergo simultaneous surgeries on the same table.<br />
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires "immobilization." Remember to check back on the <strike>victim</strike> patient after a while or they may be in the traction bench for a long, long time.{{bug|4470}} (Or be lucky; sometimes immobilization requests simply disappear with no bad consequences.) <br />
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.<br />
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.<br />
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).<br />
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}. Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)<br />
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material. Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.<br />
<br />
== Skills and Injuries==<br />
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.<br />
<br />
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- Feed patients/prisoners -- [[Recovering wounded]]<br />
<br />
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed. Note that recovering wounded appears to be an extremely low priority task. Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.<br />
<br />
A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.<br />
<br />
[[Wound|Injuries]]<br />
:{| border=0 cellpadding=0 cellspacing=1 style="background: black"<br />
|-<br />
|<font color="#ffffff"> '''NONE: No recorded active wounds on the part.'''</font><br />
|-<br />
|<font color="#808000"> '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''</font><br />
|-<br />
|<font color="#ffff00"> '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''</font><br />
|-<br />
|<font color="#00ffff"> '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''</font><br />
|-<br />
|<font color="#ff0000"> '''BROKEN: The part has lost all structural integrity or muscular ability.'''</font><br />
|-<br />
|<font color="#808080"> '''MISSING: The part is completely gone. '''</font><br />
|}<br />
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.<br />
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and casts, or traction benches. Grasping is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.<br />
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser. Caused by [[attack_types#Edged_weapons|slashing]] injuries.<br />
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.<br />
<br />
Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.<br />
<br />
==Infection==<br />
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.<br />
<br />
Causes of infection include:<br />
* No cleaning of the wounds.<br />
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.<br />
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}<br />
* Cleaning without [[soap]].<br />
* Bad luck<br />
<br />
== Equipment ==<br />
=== Traction Benches ===<br />
<br />
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.<br />
<br />
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. "Recycling" low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).<br />
<br />
Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf. <br />
<br />
Do not be hasty in removing a presumably-stuck dwarf from traction, however. Such treatment takes weeks or months to succeed and removing the dwarf prematurely will undo all the progress that has been made. If the dwarf has been in traction without being diagnosed or otherwise treated for a month and the health screen shows no scheduled treatment, they probably were forgotten and need the traction bench deconstructed to release them. Another possible way to check if a dwarf is stuck is by {{k|v}}iewing the {{k|w}}ounds of the dwarf in question. If the damaged part isn't at red, then the dwarf is stuck.<br />
<br />
=== Casts ===<br />
<br />
Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.<br />
<br />
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3 points per unit; each unit comes with a free [[bag]].<br />
<br />
=== Splints ===<br />
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.<br />
<br />
They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints are categorized as [[finished goods]].<br />
<br />
=== Other equipment===<br />
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.<br />
*[[Table]]s are used to conduct operations on.<br />
*[[Bed]]s are used by patients to rest.<br />
*[[Thread]] is used to suture closed wounds.<br />
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.<br />
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.<br />
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.<br />
*[[Bucket]]s are used to gather and hold the water for its uses.<br />
*[[Container]]s are used to store hospital supplies.<br />
<br />
==Tips for an Effective Hospital==<br />
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.<br />
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.<br />
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.<br />
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.<br />
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. <br />
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.<br />
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.<br />
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen. Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.<br />
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately so long as there is an idle dwarf.<br />
* Create "nurses" by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. <br />
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).<br />
** "Recover wounded", "Give food" and "Give water" are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets "unbusy" enough to bring them food, water, or move them to the hospital.<br />
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.<br />
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.<br />
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile. "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created. Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery. Best bet is ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.<br />
<br />
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special "[[raw adamantine|exotic]]" strands. You may want to forbid these during medical emergencies.<br />
<br />
==Bugs==<br />
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}<br />
* Adamantine thread used for suturing. {{Bug|1346}}<br />
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench. {{Bug|4470}}<br />
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}<br />
* Purchased plaster powder does not appear in the hospital storage. {{verify}}<br />
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.<br />
<br />
<br />
{{d for dwarf}}<br />
Soap is the only item dwarves will use to sterilize a wound. While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity. Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.<br />
<br />
{{Category|Healthcare}}<br />
{{Industry}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Durian&diff=211661Durian2014-10-09T23:50:44Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:50, 9 October 2014 (UTC)}}<br />
{{Treelookup/0}}<br />
{{av}}<br />
<br />
'''Durian''' is one of the many genera of trees found above ground. Like the vast majority of above ground trees, durian [[wood]] is brown and produces brown products. Durian trees drop Durian fruit that's sometimes in Elven caravans. In real life Durian fruit is one of the most disgusting fruits, renowned for it's smell.<br />
<br />
{{gamedata}}<br />
{{Plants}}<br />
{{Category|Surface trees}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Economics&diff=211660Economics2014-10-09T23:49:39Z<p>Ispil: </p>
<hr />
<div>{{quality|unrated}}{{av}}<br />
{{disambig}}<br />
There are several topics that fall under the broad heading of '''Economics''':<br />
*For information on the flow of goods and produce through the various processing facilities in the fortress, see [[Industry]]. [[Item value]] might also be helpful.<br />
*For information on fortress-to-civilization trade, see [[Trade]].<br />
*For information on the currently inactive in-fortress economy, see [[Dwarven economy]].<br />
:*For information on the economy in previous versions, see [[v0.31:Economy]], [[40d:Economy]], and [[23a:Economy]].</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Drunk&diff=211659Drunk2014-10-09T23:48:44Z<p>Ispil: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|23:48, 9 October 2014 (UTC)}}<br />
{{av}}<br />
<br />
{{D_for_Dwarf}}<br />
This is the normal state for [[Dwarf|dwarves]]. Whenever possible, dwarves will attempt to remain at least partially inebriated; being even the slightest bit tipsy can increase a dwarf's efficiency and productivity, and the effect appears to be directly proportional to the amount of alcohol consumed. Being sober for too long can induce periods of melancholy, self-reflection, and depression. Dwarves deprived of alcohol have reported remembering traumatic childhood events, such as the breaking of their first [[Finished goods|toy anvil]], their first encounter with [[miasma]], or the time Papa Urist was torn limb from limb by [[Elephant|elephants]] in the fortress foyer.<br />
<br />
Most dwarves are not particularly choosy about the kind of hooch they ingest, but over time, some dwarves will begin to favor wine over beer; these dwarves are likely to one day rise to the [[Nobles|nobility]], where snobbish behavior is expected and rewarded. Even dwarven nobles strive to remain as drunk as possible. Many is the merchant who has left a fortress with a [[Trading|trade agreement]] that was scrawled by a completely smashed [[baron]] whose speech was slurred so badly that no consonants were heard during the entire negotiation. In these situations, the dwarves tend to come out ahead, because there are very few merchants willing to deny a good bargain to a reeling, bearded maniac with more weapons than skin cells.</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Drunk&diff=211658Drunk2014-10-09T23:48:24Z<p>Ispil: Pretty hard for a joke article to be out of date.</p>
<hr />
<div>{{quality|unrated}}{{av}}<br />
<br />
{{D_for_Dwarf}}<br />
This is the normal state for [[Dwarf|dwarves]]. Whenever possible, dwarves will attempt to remain at least partially inebriated; being even the slightest bit tipsy can increase a dwarf's efficiency and productivity, and the effect appears to be directly proportional to the amount of alcohol consumed. Being sober for too long can induce periods of melancholy, self-reflection, and depression. Dwarves deprived of alcohol have reported remembering traumatic childhood events, such as the breaking of their first [[Finished goods|toy anvil]], their first encounter with [[miasma]], or the time Papa Urist was torn limb from limb by [[Elephant|elephants]] in the fortress foyer.<br />
<br />
Most dwarves are not particularly choosy about the kind of hooch they ingest, but over time, some dwarves will begin to favor wine over beer; these dwarves are likely to one day rise to the [[Nobles|nobility]], where snobbish behavior is expected and rewarded. Even dwarven nobles strive to remain as drunk as possible. Many is the merchant who has left a fortress with a [[Trading|trade agreement]] that was scrawled by a completely smashed [[baron]] whose speech was slurred so badly that no consonants were heard during the entire negotiation. In these situations, the dwarves tend to come out ahead, because there are very few merchants willing to deny a good bargain to a reeling, bearded maniac with more weapons than skin cells.</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Dwarven_economy&diff=211657Dwarven economy2014-10-09T23:45:58Z<p>Ispil: Changed quality rating from "Unrated" to "Fine" using the rating script</p>
<hr />
<div>{{Quality|Fine|23:45, 9 October 2014 (UTC)}}<br />
{{av}}<br />
<br />
In the current version, there are no conditions under which the economy will activate. [[Main:Toady One|Toady One]] has stated that it may come back in after sweeping changes are made to make it less broken.<br />
<br />
For how the Dwarven economy worked in previous versions, see [[40d:Dwarven economy]].<br />
<br />
==Related Pages==<br />
* [[Currency]]</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bronze&diff=211656Bronze2014-10-09T23:45:00Z<p>Ispil: </p>
<hr />
<div>{{Quality|Exceptional|23:44, 9 October 2014 (UTC)}}<br />
{{Alloy|name=Bronze|color=6:4:0|color1=7:3:0|color2=6:4:0<br />
|uses=<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
|recipe=<br />
* 1 [[tin]] [[bar]]<br />
* 1 [[copper]] [[bar]]<br />
- or -<br />
* 1 [[cassiterite]]<br />
* 1 [[copper]] [[ore]]<br />
|properties=<br />
* [[Material value]] 5<br />
* [[Melting point]] 11868<br />
* [[Boiling point]] 14140<br />
* [[Ignition point]] none<br />
* [[Solid density]] 8250<br />
* Liquid [[density]] 8020<br />
* [[Specific heat]] 435<br />
}}{{av}}<br />
<br />
'''Bronze''' is an [[alloy]] of tin and copper. Bronze can be forged into [[weapon]]s and [[armor]], and has [[Weapon#Material|material qualities]] very close to [[iron]]. Bronze can also be used to make [[furniture]] and ''other objects'' at a [[metalsmith's forge]].<br />
<br />
Bronze can be made at the [[Smelter]] or [[Magma smelter]] using one of the following recipes:<br />
<br />
*[[Tin]] bar + [[Copper]] bar<br />
*[[Cassiterite]] + ([[Native copper]] or [[Malachite]] or [[Tetrahedrite]])<br />
<br />
Bronze has a [[value]] of 5 and uses the same ingredients as [[fine pewter]] (which also has a value of 5). If you find yourself short of [[tin]], use this metal to make your objects of art instead of using [[fine pewter]].<br />
If you are using ores to smelt Bronze, you can produce 8 bars of weapon-grade metal with one unit of [[fuel]], making it an extremely useful material.<br />
{{gamedata}}<br />
{{metals}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bronze&diff=211655Bronze2014-10-09T23:44:27Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:44, 9 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
{{Alloy|name=Bronze|color=6:4:0|color1=7:3:0|color2=6:4:0<br />
|uses=<br />
* [[weapon|Melee Weapons]]<br />
* [[Crossbow]]s<br />
* [[Bolt]]s<br />
* [[Pick]]s<br />
* [[Armor]]<br />
|recipe=<br />
* 1 [[tin]] [[bar]]<br />
* 1 [[copper]] [[bar]]<br />
- or -<br />
* 1 [[cassiterite]]<br />
* 1 [[copper]] [[ore]]<br />
|properties=<br />
* [[Material value]] 5<br />
* [[Melting point]] 11868<br />
* [[Boiling point]] 14140<br />
* [[Ignition point]] none<br />
* [[Solid density]] 8250<br />
* Liquid [[density]] 8020<br />
* [[Specific heat]] 435<br />
}}{{av}}<br />
<br />
'''Bronze''' is an [[alloy]] of tin and copper. Bronze can be forged into [[weapon]]s and [[armor]], and has [[Weapon#Material|material qualities]] very close to [[iron]]. Bronze can also be used to make [[furniture]] and ''other objects'' at a [[metalsmith's forge]].<br />
<br />
Bronze can be made at the [[Smelter]] or [[Magma smelter]] using one of the following recipes:<br />
<br />
*[[Tin]] bar + [[Copper]] bar<br />
*[[Cassiterite]] + ([[Native copper]] or [[Malachite]] or [[Tetrahedrite]])<br />
<br />
Bronze has a [[value]] of 5 and uses the same ingredients as [[fine pewter]] (which also has a value of 5). If you find yourself short of [[tin]], use this metal to make your objects of art instead of using [[fine pewter]].<br />
If you are using ores to smelt Bronze, you can produce 8 bars of weapon-grade metal with one unit of [[fuel]], making it an extremely useful material.<br />
{{gamedata}}<br />
{{metals}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Administrator&diff=211654Administrator2014-10-09T23:43:52Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:43, 9 October 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Administrator''' is a categorial [[Labor|profession]]. [[Skill]]s that fall into this category have to do with fortress administration and oversight, though it includes [[architect]]ure as well. The profession is special in that, excepting building designers (the oddball of the group), administrator skills are practiced by appointed [[nobles]] instead of as labors.<br />
<br />
Dwarves whose highest skill falls into this category as known as administrators, except for those who have achieved Grand Master or higher, whose profession is renamed to their skill. <br />
Dwarves with more than one grand master skill in this area are again renamed to administrators. Noble appointments override skill names, so practicing administrators are named [[broker]]s, [[clerk]]s, and [[manager]]s, not administrators.<br />
<br />
The Administrator skills are:<br />
<br />
{{Skill Box|Administrator|5:0|5:0|<br />
* [[Appraiser]]<br />
* [[Building designer]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
}}<br />
<br />
{{skills}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Appraiser&diff=211653Appraiser2014-10-09T23:43:28Z<p>Ispil: Changed quality rating from "Fine" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:43, 9 October 2014 (UTC)}}<br />
{{Skill<br />
| color = 5:0<br />
| skill = Appraiser<br />
| specialty = [[Broker]]<br />
| profession = [[Administrator]]<br />
| job name = Admin/Noble<br />
| tasks =<br />
* Value items at Depot<br />
* Value items in the fortress<br />
* Track wealth and trade info<br />
| attributes =<br />
* Analytical Ability<br />
* Memory<br />
* Intuition<br />
}}<br />
{{av}}<br />
<br />
The '''Appraiser''' skill relates to [[trading]] and item [[value]] estimation. Your fortress's representative trader gains appraiser skill the first time the trading screen is opened for each caravan visit, but the item valuations in the Trade Depot are determined by your broker's appraiser skill, not your fortress representative's. (You can, however, reassign the position of broker to your fortress representative to display item values at the depot.) Appraiser has no associated assignable [[labor]]s. A good way to train another dwarf is to assign him as [[broker]], make him go to the trade depot and (T)rade, exit and assign the "main" broker again and make him do the actual trading.<br />
<br />
In order to have access to the monetary fortress value estimates in the {{k|z}}-[[status]] menu, as well as individual item values, a dwarf with the Appraiser skill must be appointed as broker in the [[nobles screen]]. (Note that this is not necessary for the display of item [[quality]] - the indicators near the item names - which will always appear.)<br />
<br />
{{Skills}}<br />
{{Category|Noble Skills}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Appraiser&diff=211652Appraiser2014-10-09T23:42:52Z<p>Ispil: </p>
<hr />
<div>{{Quality|Fine}}<br />
{{Skill<br />
| color = 5:0<br />
| skill = Appraiser<br />
| specialty = [[Broker]]<br />
| profession = [[Administrator]]<br />
| job name = Admin/Noble<br />
| tasks =<br />
* Value items at Depot<br />
* Value items in the fortress<br />
* Track wealth and trade info<br />
| attributes =<br />
* Analytical Ability<br />
* Memory<br />
* Intuition<br />
}}<br />
{{av}}<br />
<br />
The '''Appraiser''' skill relates to [[trading]] and item [[value]] estimation. Your fortress's representative trader gains appraiser skill the first time the trading screen is opened for each caravan visit, but the item valuations in the Trade Depot are determined by your broker's appraiser skill, not your fortress representative's. (You can, however, reassign the position of broker to your fortress representative to display item values at the depot.) Appraiser has no associated assignable [[labor]]s. A good way to train another dwarf is to assign him as [[broker]], make him go to the trade depot and (T)rade, exit and assign the "main" broker again and make him do the actual trading.<br />
<br />
In order to have access to the monetary fortress value estimates in the {{k|z}}-[[status]] menu, as well as individual item values, a dwarf with the Appraiser skill must be appointed as broker in the [[nobles screen]]. (Note that this is not necessary for the display of item [[quality]] - the indicators near the item names - which will always appear.)<br />
<br />
{{Skills}}<br />
{{Category|Noble Skills}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Administrator&diff=211651Administrator2014-10-09T23:42:08Z<p>Ispil: </p>
<hr />
<div>{{quality|unrated}}{{av}}<br />
<br />
'''Administrator''' is a categorial [[Labor|profession]]. [[Skill]]s that fall into this category have to do with fortress administration and oversight, though it includes [[architect]]ure as well. The profession is special in that, excepting building designers (the oddball of the group), administrator skills are practiced by appointed [[nobles]] instead of as labors.<br />
<br />
Dwarves whose highest skill falls into this category as known as administrators, except for those who have achieved Grand Master or higher, whose profession is renamed to their skill. <br />
Dwarves with more than one grand master skill in this area are again renamed to administrators. Noble appointments override skill names, so practicing administrators are named [[broker]]s, [[clerk]]s, and [[manager]]s, not administrators.<br />
<br />
The Administrator skills are:<br />
<br />
{{Skill Box|Administrator|5:0|5:0|<br />
* [[Appraiser]]<br />
* [[Building designer]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
}}<br />
<br />
{{skills}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Adder&diff=211650Adder2014-10-09T23:40:33Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:40, 9 October 2014 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=Vipera_berus<br />
|skull=1<br />
|contrib=no<br />
}}<br />
{{av}}<br />
<br />
:''For logical designs related to the addition of numbers, see [[Adder (Computing)]].''<br />
<br />
<br />
{{creaturedesc}}<br />
<br />
'''Adders''' are [[syndrome|venomous]] snakes found in many [[temperate]] biomes. Adder bites can produce strong [[pain]], nausea, blisters, and swelling, though they are not usually fatal. Adders are distinct for being the [[list of creatures by adult size|smallest non-vermin creatures]].<br />
<br />
While adders can be [[tame]]d they will not reproduce. [[Butcher]]ing an adder only produces a skull, making them worthless to your [[meat industry]]. Female adders are [[egg]]-layers, producing 3-10 edible eggs with regularity, and providing significantly more food than would be expected from such a small creature. <br />
<br />
[[Image:Loch Shin adder.JPG|thumb|left|400px|Adult female adder, [[preference|admired]] for her ''warning hisses''.]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Acorn_fly&diff=211649Acorn fly2014-10-09T23:40:10Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|23:40, 9 October 2014 (UTC)}}<br />
{{verminlookup/0|wiki=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Acorn flies''' are a type of [[vermin]] which spawn around the [[murky pool]]s in [[surroundings|savage]] areas. It may be observed in swarms around [[miasma|rotting]] corpses.<br />
<br />
Unlike regular flies, [[dwarves]] do not ever [[preferences|detest]] acorn flies, though they can be [[thought|mildly annoyed]] by them.<br />
<br />
{{gamedata}}<br />
{{Vermin}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Acorn_fly&diff=211648Acorn fly2014-10-09T23:39:52Z<p>Ispil: </p>
<hr />
<div>{{quality|unrated}}<br />
{{verminlookup/0|wiki=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Acorn flies''' are a type of [[vermin]] which spawn around the [[murky pool]]s in [[surroundings|savage]] areas. It may be observed in swarms around [[miasma|rotting]] corpses.<br />
<br />
Unlike regular flies, [[dwarves]] do not ever [[preferences|detest]] acorn flies, though they can be [[thought|mildly annoyed]] by them.<br />
<br />
{{gamedata}}<br />
{{Vermin}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Acorn_fly&diff=211647Acorn fly2014-10-09T23:39:20Z<p>Ispil: Redlink fix, up-to-date.</p>
<hr />
<div>{{quality|unrated}}<br />
{{verminlookup/0|wiki=no}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Acorn flies''' are a type of [[vermin]] which spawn around the [[murky pool]]s in [[savage]] areas. It may be observed in swarms around [[miasma|rotting]] corpses.<br />
<br />
Unlike regular flies, [[dwarves]] do not ever [[preferences|detest]] acorn flies, though they can be [[thought|mildly annoyed]] by them.<br />
<br />
{{gamedata}}<br />
{{Vermin}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bodygloss&diff=211646Bodygloss2014-10-09T23:38:01Z<p>Ispil: </p>
<hr />
<div>{{Quality|Superior|23:37, 9 October 2014 (UTC)}}<br />
{{av}}<br />
<br />
A '''bodygloss''' is a token in the raw [[body token]]s and [[creature token]]s which performs a simple word substitution on the creature's body parts. For instance, if a creature makes use of the "[BODYGLOSS:PAW]" token, then a hypothetical body part called "second right foot" would be renamed "second right paw".<br />
<br />
It is important to distinguish the body token and creature token versions. The body token variant is defined anywhere in an "OBJECT:BODY" file and has the following syntax: ''[BODYGLOSS:id:singular:replacement:plural:replacements]''<br />
<br />
Note that this is a simple string replacement for all body parts—replacing "ear" will also replace the middle of "h'''ear'''t".<br />
<br />
To make use of this token, the creature token variant is included beneath a creature definition (in an "OBJECT:CREATURE" file) and has the following syntax: ''[BODYGLOSS:id]''<br />
<br />
Then, it will perform the word substitution defined by the bodygloss in the body tokens file; any occurrence of the words ''singular'' and ''plural'' in any body part will be replaced with the words ''replacement'' and ''replacements'', respectively.<br />
<br />
The default list of bodyglosses included in the unmodded Dwarf Fortress is as follows, as taken from body_default.txt:<br />
<br />
[BODYGLOSS:PAW:foot:paw:feet:paws]<br />
[BODYGLOSS:MAW:mouth:maw:mouths:maws]<br />
[BODYGLOSS:CLAW_HAND:hand:claw:hands:claws]<br />
[BODYGLOSS:CLAW_FOOT:foot:claw:feet:claws]<br />
[BODYGLOSS:HOOF:foot:hoof:feet:hooves]<br />
[BODYGLOSS:TRUNK:body:trunk:bodies:trunks]<br />
[BODYGLOSS:BRANCH_ARM:arm:branch:arms:branches]<br />
[BODYGLOSS:LEG_STUMP:leg:stump:legs:stumps]<br />
[BODYGLOSS:ROOTS_FOOT:foot:roots:feet:roots]<br />
[BODYGLOSS:INSECT_UPPERBODY:upper body:thorax:upper bodies:thoraxes]<br />
[BODYGLOSS:INSECT_LOWERBODY:lower body:abdomen:lower bodies:abdomens]<br />
<br />
The following bodyglosses are used exclusively by randomly-generated creatures - [[titan]]s, [[forgotten beast]]s, and [[demon]]s:<br />
<br />
[BODYGLOSS:RCP_GLOSS_HOOF:foot:hoof:feet:hooves]<br />
[BODYGLOSS:RCP_GLOSS_PAW:foot:paw:feet:paws]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bodygloss&diff=211645Bodygloss2014-10-09T23:37:53Z<p>Ispil: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|23:37, 9 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
{{av}}<br />
<br />
A '''bodygloss''' is a token in the raw [[body token]]s and [[creature token]]s which performs a simple word substitution on the creature's body parts. For instance, if a creature makes use of the "[BODYGLOSS:PAW]" token, then a hypothetical body part called "second right foot" would be renamed "second right paw".<br />
<br />
It is important to distinguish the body token and creature token versions. The body token variant is defined anywhere in an "OBJECT:BODY" file and has the following syntax: ''[BODYGLOSS:id:singular:replacement:plural:replacements]''<br />
<br />
Note that this is a simple string replacement for all body parts—replacing "ear" will also replace the middle of "h'''ear'''t".<br />
<br />
To make use of this token, the creature token variant is included beneath a creature definition (in an "OBJECT:CREATURE" file) and has the following syntax: ''[BODYGLOSS:id]''<br />
<br />
Then, it will perform the word substitution defined by the bodygloss in the body tokens file; any occurrence of the words ''singular'' and ''plural'' in any body part will be replaced with the words ''replacement'' and ''replacements'', respectively.<br />
<br />
The default list of bodyglosses included in the unmodded Dwarf Fortress is as follows, as taken from body_default.txt:<br />
<br />
[BODYGLOSS:PAW:foot:paw:feet:paws]<br />
[BODYGLOSS:MAW:mouth:maw:mouths:maws]<br />
[BODYGLOSS:CLAW_HAND:hand:claw:hands:claws]<br />
[BODYGLOSS:CLAW_FOOT:foot:claw:feet:claws]<br />
[BODYGLOSS:HOOF:foot:hoof:feet:hooves]<br />
[BODYGLOSS:TRUNK:body:trunk:bodies:trunks]<br />
[BODYGLOSS:BRANCH_ARM:arm:branch:arms:branches]<br />
[BODYGLOSS:LEG_STUMP:leg:stump:legs:stumps]<br />
[BODYGLOSS:ROOTS_FOOT:foot:roots:feet:roots]<br />
[BODYGLOSS:INSECT_UPPERBODY:upper body:thorax:upper bodies:thoraxes]<br />
[BODYGLOSS:INSECT_LOWERBODY:lower body:abdomen:lower bodies:abdomens]<br />
<br />
The following bodyglosses are used exclusively by randomly-generated creatures - [[titan]]s, [[forgotten beast]]s, and [[demon]]s:<br />
<br />
[BODYGLOSS:RCP_GLOSS_HOOF:foot:hoof:feet:hooves]<br />
[BODYGLOSS:RCP_GLOSS_PAW:foot:paw:feet:paws]<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Container&diff=211639Container2014-10-09T18:03:48Z<p>Ispil: Up to date with DF 2014</p>
<hr />
<div>{{Quality|Exceptional|18:03, 9 October 2014 (UTC)}}<br />
{{av}}<br />
<br />
{{furniture|name=Box<br />
|tile=Æ<br />
|wood=y<br />
|stone=y<br />
|metal=y<br />
|glass=y<br />
}}<br />
<br />
'''Boxes''' are used for storing various types of owned items. They are a common requirement for [[noble]]s and they are also good for increasing the [[room value|value]] of a [[room]]. Each box holds a varying number of items. Dwarves may walk through tiles with boxes.<br />
<br />
If a dwarf does not own a box in his bedroom, he or she will leave any possessions on the floor.<br />
<br />
Boxes are named differently depending on what they are made of:<br />
* '''Coffer''' - [[stone]] or [[metal]]<br />
* '''Chest''' - [[wood]]<br />
* '''Bag''' - [[cloth]] or [[leather]]<br />
<br />
==See also==<br />
* [[Container]]<br />
<br />
{{buildings}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Container&diff=211638Container2014-10-09T18:03:32Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|18:03, 9 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
{{av}}<br />
<br />
{{furniture|name=Box<br />
|tile=Æ<br />
|wood=y<br />
|stone=y<br />
|metal=y<br />
|glass=y<br />
}}<br />
<br />
'''Boxes''' are used for storing various types of owned items. They are a common requirement for [[noble]]s and they are also good for increasing the [[room value|value]] of a [[room]]. Each box holds a varying number of items. Dwarves may walk through tiles with boxes.<br />
<br />
If a dwarf does not own a box in his bedroom, he or she will leave any possessions on the floor.<br />
<br />
Boxes are named differently depending on what they are made of:<br />
* '''Coffer''' - [[stone]] or [[metal]]<br />
* '''Chest''' - [[wood]]<br />
* '''Bag''' - [[cloth]] or [[leather]]<br />
<br />
==See also==<br />
* [[Container]]<br />
<br />
{{buildings}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Borax&diff=211637Borax2014-10-09T18:03:08Z<p>Ispil: Up to date with DF 2014</p>
<hr />
<div>{{Quality|Exceptional|18:02, 9 October 2014 (UTC)}}<br />
{{stonelookup/0}}{{av}}<br />
<br />
'''Borax''' is an unremarkable white stone which can be found in large quantities within [[rock salt]] and in small quantities within [[gypsum]].<br />
<br />
==Real life==<br />
In real-life, borax is used as powder to either protect wood or is used as a flux while forging iron among many other uses (borax is a great aid for hot-forging two metals, for example it is needed to forge "damascus steel").<br />
<br />
{{gamedata}}<br />
{{stones}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Borax&diff=211636Borax2014-10-09T18:02:53Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|18:02, 9 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
{{stonelookup/0}}{{av}}<br />
<br />
'''Borax''' is an unremarkable white stone which can be found in large quantities within [[rock salt]] and in small quantities within [[gypsum]].<br />
<br />
==Real life==<br />
In real-life, borax is used as powder to either protect wood or is used as a flux while forging iron among many other uses (borax is a great aid for hot-forging two metals, for example it is needed to forge "damascus steel").<br />
<br />
{{gamedata}}<br />
{{stones}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Common_snapping_turtle&diff=211635Common snapping turtle2014-10-09T18:02:37Z<p>Ispil: Up to date with DF 2014</p>
<hr />
<div>{{Quality|Exceptional|18:02, 9 October 2014 (UTC)}}<br />
<br />
{{creaturelookup/0<br />
|vary= [[Common snapping turtle]] - [[Snapping turtle man]] - [[Giant snapping turtle]]<br />
<br />
|shell=1<br />
|bone=12<br />
|skull=1<br />
|brain=1<br />
|scale=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestine=1<br />
|heart=1<br />
|lung=2<br />
|meat=13<br />
|fat=13<br />
<br />
|contrib=no<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
<br />
{{gamedata}}<br />
{{creatures}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Common_snapping_turtle&diff=211634Common snapping turtle2014-10-09T18:02:18Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|18:02, 9 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
<br />
{{creaturelookup/0<br />
|vary= [[Common snapping turtle]] - [[Snapping turtle man]] - [[Giant snapping turtle]]<br />
<br />
|shell=1<br />
|bone=12<br />
|skull=1<br />
|brain=1<br />
|scale=1<br />
|kidney=2<br />
|spleen=1<br />
|sweetbread=1<br />
|tripe=1<br />
|liver=1<br />
|intestine=1<br />
|heart=1<br />
|lung=2<br />
|meat=13<br />
|fat=13<br />
<br />
|contrib=no<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
<br />
{{gamedata}}<br />
{{creatures}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bone_doctor&diff=211633Bone doctor2014-10-09T18:01:20Z<p>Ispil: Changed quality rating from "Unrated" to "Exceptional" using the rating script</p>
<hr />
<div>{{Quality|Exceptional|18:01, 9 October 2014 (UTC)}}<br />
{{Migrated_article}}<br />
{{Skill<br />
| color = 5:0<br />
| skill = Bone Doctor<br />
| profession = Doctor<br />
| job name = Setting bones<br />
| tasks =<br />
* Fixing bone injuries<br />
| attributes =<br />
* Strength<br />
* Agility<br />
* Focus<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Bone Doctor''' is the skill associated with the "setting bones" [[labor]]. Bone doctors use [[splint]]s, [[traction bench]]es and [[plaster cast]]s at a [[hospital]].<br />
<br />
Bone Doctor [[skill|skill level]] is related to outcome. The type of item is also related to outcome, the quality of the item is not related to outcome.<br />
<br />
Bone doctors set your fortress' injured limbs right as part of the [[health care|health care industry]].<br />
<br />
{{skills}}<br />
<br />
{{Category|Healthcare}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bone_doctor&diff=211632Bone doctor2014-10-09T18:01:02Z<p>Ispil: /* Bugs */ The only bug applying to this has been resolved.</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{Skill<br />
| color = 5:0<br />
| skill = Bone Doctor<br />
| profession = Doctor<br />
| job name = Setting bones<br />
| tasks =<br />
* Fixing bone injuries<br />
| attributes =<br />
* Strength<br />
* Agility<br />
* Focus<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
'''Bone Doctor''' is the skill associated with the "setting bones" [[labor]]. Bone doctors use [[splint]]s, [[traction bench]]es and [[plaster cast]]s at a [[hospital]].<br />
<br />
Bone Doctor [[skill|skill level]] is related to outcome. The type of item is also related to outcome, the quality of the item is not related to outcome.<br />
<br />
Bone doctors set your fortress' injured limbs right as part of the [[health care|health care industry]].<br />
<br />
{{skills}}<br />
<br />
{{Category|Healthcare}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Tracker&diff=211631Tracker2014-10-09T17:59:49Z<p>Ispil: Updated to DF 2014</p>
<hr />
<div>{{Quality|Fine|21:55, 30 December 2010 (UTC)}}<br />
{{Skill<br />
| color = 3:0<br />
| skill = Tracker<br />
| profession = Unknown<br />
| job name = None<br />
| tasks = None<br />
| attributes =<br />
* Unknown<br />
}}<br />
{{av}}<br />
<br />
Tracker is a [[skill]] currently only used in [[Adventurer mode]] which allows an adventurer to track creatures. Higher levels let you spot more tracks and help distinguish different tracks.<br />
<br />
Historical figures that have done scouting, beast hunting or wandering in the past always seem to have some level of this skill.<br />
<br />
Migrants can arrive with this skill but it appears to be not used in fortress mode.{{verify}}<br />
<br />
{{skills}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Bone&diff=210234Bone2014-08-26T19:26:03Z<p>Ispil: Removed a bug entry, due to being resolved.</p>
<hr />
<div>{{Quality|Superior|20:54, 31 July 2013 (UTC)}}<br />
{{av}}<br />
{{buggy}}<br />
'''Bones''' are obtained when butchering [[animals]] or taking apart skeletons. Some severed body parts also decay into usable bones, the same way a corpse rots into a skeleton.<br />
<br />
Skeletons are the last step of the [[wear|rotting]] procedure. After a [[corpse]] begins to rot, no [[food]] can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the [[butcher's shop]] and "butchered" to be torn apart into [[skull]]s and bones afterwards. Bone does not rot further or produce [[miasma]]. Note that many civilizations (like dwarves) consider it unethical to butcher certain skeletons {{bug|1180}}. An exception is the stack of bone that can form after a severed part decays. This appears to happen when the part in question has bone as its only non-rotting material.<br />
<br />
While bones are counted as "[[body parts]]" in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. It is a good idea to create an internal refuse stockpile to handle bones near one's [[craftsdwarf's workshop]] for easy access. Dwarves in a [[strange mood]] may require several stacks of bones as ingredients, making it important to stockpile a few bones in a safe place. <br />
<br />
Be aware, stockpiles with refuse enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Even bones not stored in a refuse stockpile may eventually disappear due to [[vermin]] such as [[rat]]s.<br />
<br />
==Uses for Bone==<br />
<br />
Bones are processed as follows:<br />
<br />
At a [[craftsdwarf's workshop]], using the [[bone carving]] labor:<br />
<br />
* Bone [[craft]]s, for sale to visiting merchants.<br />
* Bone [[armor]], namely [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]. Bone armor uses bones individually, but may require one bone from several stacks. The first stack determines the material of the resulting armor. Note that [[armor]] made out of bone can be used by dwarves assigned a [[uniform]] of [[metal]] armor.<br />
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. Due to a [[#Bugs|bug]], dwarves may refuse to use sentient creatures' bones for decoration (with an unhelpful "needs improvable item" error), while still freely using them for bone crafts.<br />
* Bone [[bolt]]s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts very slow. Despite this, some players still use bone bolts for hunting animals for a long time, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made.<br />
<br />
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:<br />
* Bone [[crossbow]]s. They are one of the few weapons available without access to [[wood]] or [[metal]]. Making a crossbow from bone takes only one bone off a stack, yet, due to a [[#Bugs|bug]], large stacks do not produce the expected number of crossbows.<br />
<br />
== Bugs ==<br />
* Dwarves refuse to take usable bones from skeletons of sentient creatures {{bug|1180}}<br />
* Dwarves may refuse to use the bones of a sentient creature for decoration, returning an incorrect "needs improvable item" error.{{bug|2540}}<br />
<br />
<br />
{{Category|Materials}}<br />
{{Category|Body parts}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Hydra&diff=210157Hydra2014-08-26T02:49:52Z<p>Ispil: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|02:49, 26 August 2014 (UTC)}}<br />
{{Creaturelookup/0<br />
|bone=61-67<br />
|tooth=21<br />
|meat=130-459<br />
|fat=49-71<br />
|eye=14<br />
|lung=8-10<br />
|heart=2-4<br />
|intestine=12-16<br />
|liver=4-5<br />
|tripe=4-5<br />
|sweetbread=1-2<br />
|spleen=2<br />
|kidney=4<br />
|brain=28-35<br />
|skull=7<br />
|contrib=no<br />
|wiki=Lernaean Hydra<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
[[Image:Heads.png|thumb|left|Decapitation: the least efficient way to fight a Hydra, but excellent training for weapon skills.]]<br />
<br />
A '''hydra''' is a large, multi-headed [[megabeast]] with the ability to [[Building destroyer|destroy buildings]]. It seems that it neither destroys nor avoids [[trap]]s, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a [[forgotten beast]] appears.<br />
<br />
Hydra injuries also heal MUCH faster than all other creatures, but the hydra's regeneration is no match for the damage and blood loss it generally sustains during a fight. However, if a wounded hydra waits a few weeks (possibly one month), it will mostly likely heal all injuries, except for infections. This regeneration does not make the creature regrow lost body parts, unlike in the myth, and there will not be any head multiplication.<br />
<br />
==Combat==<br />
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lies in its many heads; like the [[Giant cave spider]], Hydras have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. <br />
<br />
In [[adventure mode]], the best thing to do is to set your [[combat]] preferences to "dodge" and attempt to break any bite the Hydra manages to get into you. Keep your back to a wall or tree so that a charging Hydra will get knocked down when you dodge out of the way. Rather than trying to dispatch the 7 heads one after another, stabbing the Hydra's upper body with a pike will bring about its demise much faster. The small contact area and high penetration depth of a pike will easily generate mortal wounds to the lungs, and with luck, can also damage the heart and spine too. Once its breathing is hindered by perforated lungs, the Hydra will suffocate to death in short order.<br />
<br />
In [[Dwarf fortress mode|fortress mode]], hydras are usually more than a match for any dwarf, and the difficulty is compounded by the lack of targeted attacks and limited availability of [[pike]]s. They are still quite slow and vulnerable to bleeding however, so attacking en masse with edged [[weapon]]s can still work if [[trap]]s are not available. However, as is often the case, the best method to fell this beast is to use a [[Trap|cage trap]]. <br />
<br />
They are even more dangerous in DF2014 because of the ability to do more than one attack at a time so you can have all 7 heads attacking you at once in addition to their claws unlike the previous DF versions.<br />
<br />
==Trivia==<br />
<br />
The plural of "hydra" is "hydras" according to the raws. However, "hydrae" is the common form and is also widely used. Not that you'd be likely to ever encounter several of them, if any.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Megabeasts}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Hydra&diff=210156Hydra2014-08-26T02:49:37Z<p>Ispil: Removal of the "migrated article" tag- already been updated with the increased lethality change information for DF 2014</p>
<hr />
<div>{{quality|unrated}}<br />
{{Creaturelookup/0<br />
|bone=61-67<br />
|tooth=21<br />
|meat=130-459<br />
|fat=49-71<br />
|eye=14<br />
|lung=8-10<br />
|heart=2-4<br />
|intestine=12-16<br />
|liver=4-5<br />
|tripe=4-5<br />
|sweetbread=1-2<br />
|spleen=2<br />
|kidney=4<br />
|brain=28-35<br />
|skull=7<br />
|contrib=no<br />
|wiki=Lernaean Hydra<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
[[Image:Heads.png|thumb|left|Decapitation: the least efficient way to fight a Hydra, but excellent training for weapon skills.]]<br />
<br />
A '''hydra''' is a large, multi-headed [[megabeast]] with the ability to [[Building destroyer|destroy buildings]]. It seems that it neither destroys nor avoids [[trap]]s, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a [[forgotten beast]] appears.<br />
<br />
Hydra injuries also heal MUCH faster than all other creatures, but the hydra's regeneration is no match for the damage and blood loss it generally sustains during a fight. However, if a wounded hydra waits a few weeks (possibly one month), it will mostly likely heal all injuries, except for infections. This regeneration does not make the creature regrow lost body parts, unlike in the myth, and there will not be any head multiplication.<br />
<br />
==Combat==<br />
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lies in its many heads; like the [[Giant cave spider]], Hydras have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. <br />
<br />
In [[adventure mode]], the best thing to do is to set your [[combat]] preferences to "dodge" and attempt to break any bite the Hydra manages to get into you. Keep your back to a wall or tree so that a charging Hydra will get knocked down when you dodge out of the way. Rather than trying to dispatch the 7 heads one after another, stabbing the Hydra's upper body with a pike will bring about its demise much faster. The small contact area and high penetration depth of a pike will easily generate mortal wounds to the lungs, and with luck, can also damage the heart and spine too. Once its breathing is hindered by perforated lungs, the Hydra will suffocate to death in short order.<br />
<br />
In [[Dwarf fortress mode|fortress mode]], hydras are usually more than a match for any dwarf, and the difficulty is compounded by the lack of targeted attacks and limited availability of [[pike]]s. They are still quite slow and vulnerable to bleeding however, so attacking en masse with edged [[weapon]]s can still work if [[trap]]s are not available. However, as is often the case, the best method to fell this beast is to use a [[Trap|cage trap]]. <br />
<br />
They are even more dangerous in DF2014 because of the ability to do more than one attack at a time so you can have all 7 heads attacking you at once in addition to their claws unlike the previous DF versions.<br />
<br />
==Trivia==<br />
<br />
The plural of "hydra" is "hydras" according to the raws. However, "hydrae" is the common form and is also widely used. Not that you'd be likely to ever encounter several of them, if any.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Megabeasts}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Gizzard_stone&diff=210155Gizzard stone2014-08-26T02:46:38Z<p>Ispil: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|02:46, 26 August 2014 (UTC)}}<br />
{{av}}<br />
[[Image:gizzardstone.jpg|thumb|right|Native gold gizzard stone.]]<br />
A '''gizzard stone''' (or [[wikipedia:Gastrolith|gastrolith]]) is a rock ingested by an animal and held within the gastrointestinal tract for the purpose of grinding food or providing ballast. Gizzard stones are supplied by [[butcher]]ing specific [[animal]]s such as [[ostrich]]es and [[cave crocodile]]s; the [[material]] of the stone is randomly selected, and may include materials not otherwise available on the map. Gizzard stones are treated as cut stone [[gem]]s, suitable for [[encrust]]ing goods and furniture. Gizzard stones can be farmed as a renewable supply of [[decoration]]s to increase the [[wealth]] of your fortress.</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Gizzard_stone&diff=210154Gizzard stone2014-08-26T02:46:24Z<p>Ispil: Removal of the "migrated article" tag- no changes with gizzard stones with the new version</p>
<hr />
<div>{{quality|unrated}}<br />
{{av}}<br />
[[Image:gizzardstone.jpg|thumb|right|Native gold gizzard stone.]]<br />
A '''gizzard stone''' (or [[wikipedia:Gastrolith|gastrolith]]) is a rock ingested by an animal and held within the gastrointestinal tract for the purpose of grinding food or providing ballast. Gizzard stones are supplied by [[butcher]]ing specific [[animal]]s such as [[ostrich]]es and [[cave crocodile]]s; the [[material]] of the stone is randomly selected, and may include materials not otherwise available on the map. Gizzard stones are treated as cut stone [[gem]]s, suitable for [[encrust]]ing goods and furniture. Gizzard stones can be farmed as a renewable supply of [[decoration]]s to increase the [[wealth]] of your fortress.</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Talk:Main_Page&diff=210149Talk:Main Page2014-08-26T01:18:13Z<p>Ispil: </p>
<hr />
<div>{{Archive|<br />
# [[Talk:Main Page/archive1|Archive 1]]<br />
# [[Talk:Main Page/archive2|Archive 2]]<br />
# [[Talk:Main Page/archive3|Archive 3]]<br />
}}<br />
<br />
== Thread links on Main Page ==<br />
<br />
Hi There - I'm relatively new to the DFwiki, and I noticed that some of the thread links on the Main Page don't work correctly. I logged in to try and edit the page, but when it wasn't an available option, I realized that it is probably restricted to administrators, given the 'please report vandalism' thing in the site announcements header.<br />
<br />
The Team17 forums have closed, so the Team17 link is a dead one.<br />
The SomethingAwful.com forums link is behind a login wall, so I'm not sure if you would want to remove this as well? I believe that they do occasionally rotate forums (such as Games) to be available to non-logged in users though, so it would perhaps be available intermittently.<br />
:*<s>[http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread]</s><br />
:*<s>[http://forums.somethingawful.com/showthread.php?threadid{{=}}3466523 Something Awful]</s><br />
:Agreed and removed. Thanks! --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:02, 15 August 2013 (UTC)<br />
<br />
The Penny Arcade thread is also no longer available or at least incorrectly linked.<br />
<br />
== Fun Comic ==<br />
<br />
What happened to the Fun Comic at the Losing page?--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:22, 23 January 2014 (UTC)<br />
<br />
:Weird. We had a problem with an image server a while back, so this may be related. I'll get Briess to check on it. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 21:26, 23 January 2014 (UTC)<br />
<br />
::Good to know (and to help). In case the file's lost, there's a crawl of it at the [https://web.archive.org/web/20130512135455/http://dwarffortresswiki.org/images/4/40/FunComic.png Internet Archive]. I also observed similar problems over at the [[Dwarf Fortress webcomics]] page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:29, 23 January 2014 (UTC)<br />
<br />
:::[[:File:Comic df3.png]] doesn't have an edit history ([http://dwarffortresswiki.org/index.php?title=Comic_df3.png&action=history]), which usually means that it hasn't been uploaded, although that could be incorrect. Same for the rest of them, except [http://dwarffortresswiki.org/index.php?title=File:FunComic.png&action=history FunComic.png]. &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 21:34, 23 January 2014 (UTC)<br />
::::I'm rebuilding all the images now. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 21:54, 23 January 2014 (UTC)<br />
::::The problem should now be fixed. It appears any time one of the webnodes loses a connection to the image server, it starts invalidating the images in question. I'll investigate ways to automatically rebuild the images when that happens. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:02, 23 January 2014 (UTC)<br />
<br />
== Amount of double redirects or ''how to fix them?'' ==<br />
<br />
I come across several cases of double redirection which, as stated both here and in the rest of the wikiverse, are not a good thing to have.<br />
<br />
Recently I found about the [[Special:DoubleRedirects]] page. There are roughly 350 double redirects on the wiki. From experience here, they could be easily fixed, because most redirect to the alternate name of the page, instead of the proper page itself.<br />
<br />
As I've been adverted slightly due to a wrong fix I did I ask now if there are a set of guidelines, particularly because of the namespace usage here, that are or can be used to begin a duplicate removal process (which as stated, would be a mostly trivial thing to do, albeit costly in time).--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 17:15, 6 February 2014 (UTC)<br />
*Originally, the policy was to deliberately use double redirects when going from the global namespace to version-specific namespaces and then to specific articles within those namespaces (e.g. "Green glass" -> "DF2012:Green glass" -> "DF2012:Glass") to avoid problems when new pages were created (e.g. if "Green glass" redirected straight to "DF2012:Glass" and somebody created "DF2012:Green glass" as full page, then "Green glass" wouldn't redirect to it properly). I don't know what the actual policies are anymore, though - perhaps one of the admins can chime in with more information. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:08, 6 February 2014 (UTC)<br />
<br />
::That actually doesn't work. I moved the grazer information to the grazer article last week, and, until it was fixed today, [[main:grazer]] was still linking to [[DF2012:pasture]]. It appears the wiki software is caching the double redirect, so it behaves similarly to an un-updated single redirect. Sure the errant redirect can be fixed, but so can a single redirect. In some regards the double redirect is worse, because everything looks correct, yet it doesn't work. The underlying fact is that the wiki software was not intended to support double redirects, and it does so poorly at best. The current policy is available at [[DF:REDIR]], though it isn't set in stone.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 6 February 2014 (UTC)<br />
<br />
:For now, I only recommend changing double redirects to point directly to the destination page ''if they don't work''. They ''should'' all work, but some of them don't and there isn't a single, definitive reason we've found yet. Basically, feel free to change non-working double redirects, but you don't need to go through the list and change all 350 of them. (This wiki is actually set up to allow up to 10 consecutive redirects, unlike most [[wikipedia:WMF|WMF]] wikis, but since that feature isn't used by many wikis it tends not to be perfect.) &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 20:38, 6 February 2014 (UTC)<br />
<br />
== Main Page New Version ==<br />
<br />
Toady has announced the new version is due around the beginning of July 2014 (which is pretty soon). This is as big as DF news gets. There should be an announcement and link on the front page. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:67.170.60.84|67.170.60.84]]</small><br />
:What exactly are you suggesting? Aside from a wiki-specific announcement regarding migrating the wiki to the new namespace, I don't see a reason to announce the upcoming release here – anyone who reads the devlog or forums already knows, and very few of those who don't would check the main page of this wiki regularly instead. Also, what link are you referring to (devlog, Bay 12 report)? &mdash;[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 22:10, 21 June 2014 (UTC)<br />
<br />
== Raw errors ==<br />
<br />
There is something up with the raws for a few of the trees:<br />
*[[DF2014:Alder/raw]]<br />
*[[DF2014:Ash (tree)/raw]]<br />
It appears to be spill over from the previous entry. Any idea how to fix this? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:25, 15 July 2014 (UTC)</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Demonic_fortress&diff=210147Demonic fortress2014-08-26T01:05:48Z<p>Ispil: Changed quality rating from "Unrated" to "Fine" using the rating script</p>
<hr />
<div>{{Quality|Fine|01:05, 26 August 2014 (UTC)}}<br />
{{av}}<br />
<br />
In older versions of the game, demonic fortresses made of smooth [[slade]] could be found. These have been removed since the release of 0.40.01.<br />
<br />
{{Category|HFS}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Cave-in&diff=210144Cave-in2014-08-26T00:52:07Z<p>Ispil: Redlink fix</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|Fine}}{{av}}<br />
{{buggy}}<br />
:''A section of the cavern has collapsed!''<br />
<br />
A '''cave-in''' is when walls, floors, and objects plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support (bridges do not support constructions). Since it is only a placeholder, the system is highly unrealistic&mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. <br />
<br />
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].<br />
<br />
== How cave-ins work ==<br />
<br />
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[Stair]]s (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Stairs|Upstairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.'''<br />
<br />
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them. No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.<br />
<br />
Note: Apparently A growing tower cap or fungiwood that grows too high can punch through the ceiling of the current z level (or the floor of 1 z level above) if there is an open space above, causing mini cave in. So far seen those things that grows up to 2 z-levels (3, if counting the roots). In some cases, there is no cave in, just the caps/trunks popping up a level above them (mine is above ground). (can someone verify? tx)<br />
<br />
== Results of a cave-in ==<br />
<br />
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s.<br />
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.<br />
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green "Grass".<br />
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}<br />
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. <s>No</s> Pun intended.<br />
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).<br />
* All [[building]]s and non-wall [[construction]]s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported.<br />
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). <br />
* Constructions will deconstruct when they collide with solid terrain.<br />
* Any terrain crashes through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching solid ground, a constructed wall, a multi-tile tree, or a support. Natural terrain piles up and constructions deconstruct.<br />
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs that fall down onto previously empty [[floor]]s will reveal the level below. If there's rock or a floor above them, it'll cover the stairs.<br />
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.<br />
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. <br />
* Soil layers will change into the lowest soil type on map.<br />
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.<br />
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).<br />
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.<br />
<br />
== Avoiding cave-ins ==<br />
<br />
Do not make unconnected sections of rock.<br />
<br />
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks. If you're feeling lazier, use statues to keep dwarves off the wrong squares. Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.<br />
<br />
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:<br />
<br />
Floor -1<br />
▒▒▒▒▒▒<br />
▒ ▒<br />
▒ X +▒ <-- The X is a floor tile. It's not attached, so it will fall down.<br />
▒ +>▒<br />
▒ ▒<br />
▒▒▒▒▒▒<br />
<br />
Floor -2<br />
▒▒▒▒▒▒<br />
▒....▒<br />
▒...▒▒ <-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.<br />
▒...<▒<br />
▒....▒<br />
▒▒▒▒▒▒<br />
<br />
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.<br />
<br />
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.<br />
<br />
== Using cave-ins ==<br />
Intentional cave-ins serve several purposes:<br />
* '''Defense'''<br />
*: Use cave-ins to block off water approaches to underground cavern levels. Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.<sup>1</sup><br />
* '''Death'''<br />
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures. This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to 'spare' an [[Wound|'injured']] dwarf who likes 'laying' in a bed all to [[Noble|himself.]]<br />
* '''Removal of floor tiles'''<br />
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!<br />
* '''Breaking through multiple aquifer levels'''<br />
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]<br />
* '''Trapping [TRAPAVOID] creatures:'''<br />
*: Since the dust from a cave-in can knock creatures unconscious, and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for kobolds and gremlins, as all other creatures which avoid traps are also immune to being knocked unconscious.<br />
* '''Moving Water / Magma faster than [[Screw_pump#Pump_stack|Pump Stack]]s'''<br />
*: Main article: [[Magma piston]]<br />
<br />
=== Caving-in the toplevel/terrain from inside ===<br />
<br />
You can cause terrain above you to cave in without going outside by first mining up stairs below the "borderline" you want to channel, channel the tiles above them, and removing the stairs afterwards.<br />
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.<br />
<br />
<sup>1</sup>Not literal vermin, those won't be blocked.<br />
<br />
== Bugs ==<br />
*Trees occasionally cause cave-ins by dropping branches; the exact cause is not yet known.{{bug|7533}}<br />
*Layer-material can change when collapsing soil layers.{{bug|1206}}<br />
*Forest fires cause constant collapses.{{bug|6829}} <br />
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens: from releasing underground tree spores to revealing an [[Hell|upright adamantine weapon]] in the Room list.<br />
<br />
{{buildings}}<br />
{{Category|Physics}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Cave-in&diff=210143Cave-in2014-08-26T00:51:12Z<p>Ispil: Redlink fix</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|Fine}}{{av}}<br />
{{buggy}}<br />
:''A section of the cavern has collapsed!''<br />
<br />
A '''cave-in''' is when walls, floors, and objects plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support (bridges do not support constructions). Since it is only a placeholder, the system is highly unrealistic&mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. <br />
<br />
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].<br />
<br />
== How cave-ins work ==<br />
<br />
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[Stair]]s (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Stairs|Upstairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.'''<br />
<br />
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them. No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.<br />
<br />
Note: Apparently A growing tower cap or fungiwood that grows too high can punch through the ceiling of the current z level (or the floor of 1 z level above) if there is an open space above, causing mini cave in. So far seen those things that grows up to 2 z-levels (3, if counting the roots). In some cases, there is no cave in, just the caps/trunks popping up a level above them (mine is above ground). (can someone verify? tx)<br />
<br />
== Results of a cave-in ==<br />
<br />
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s.<br />
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.<br />
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green "Grass".<br />
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}<br />
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. <s>No</s> Pun intended.<br />
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).<br />
* All [[building]]s and non-wall [[construction]]s under the falling area are destroyed. Buildings above the cave-in will deconstruct if they are no longer supported.<br />
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). <br />
* Constructions will deconstruct when they collide with solid terrain.<br />
* Any terrain crashes through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching solid ground, a constructed wall, a multi-tile tree, or a support. Natural terrain piles up and constructions deconstruct.<br />
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs that fall down onto previously empty [[floor]]s will reveal the level below. If there's rock or a floor above them, it'll cover the stairs.<br />
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.<br />
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. <br />
* Soil layers will change into the lowest soil type on map.<br />
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.<br />
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).<br />
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.<br />
<br />
== Avoiding cave-ins ==<br />
<br />
Do not make unconnected sections of rock.<br />
<br />
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks. If you're feeling lazier, use statues to keep dwarves off the wrong squares. Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.<br />
<br />
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:<br />
<br />
Floor -1<br />
▒▒▒▒▒▒<br />
▒ ▒<br />
▒ X +▒ <-- The X is a floor tile. It's not attached, so it will fall down.<br />
▒ +>▒<br />
▒ ▒<br />
▒▒▒▒▒▒<br />
<br />
Floor -2<br />
▒▒▒▒▒▒<br />
▒....▒<br />
▒...▒▒ <-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.<br />
▒...<▒<br />
▒....▒<br />
▒▒▒▒▒▒<br />
<br />
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of "floor" on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.<br />
<br />
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.<br />
<br />
== Using cave-ins ==<br />
Intentional cave-ins serve several purposes:<br />
* '''Defense'''<br />
*: Use cave-ins to block off water approaches to underground cavern levels. Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.<sup>1</sup><br />
* '''Death'''<br />
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures. This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to 'spare' an [[Wound|'injured']] dwarf who likes 'laying' in a bed all to [[Noble|himself.]]<br />
* '''Removal of floor tiles'''<br />
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!<br />
* '''Breaking through multiple aquifer levels'''<br />
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]<br />
* '''Trapping [TRAPAVOID] creatures:'''<br />
*: Since the dust from a cave-in can knock creatures unconscious, and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for kobolds and gremlins, as all other creatures which avoid traps are also immune to being knocked unconscious.<br />
* '''Moving Water / Magma faster than [[Pump Stack]]s'''<br />
*: Main article: [[Magma piston]]<br />
<br />
=== Caving-in the toplevel/terrain from inside ===<br />
<br />
You can cause terrain above you to cave in without going outside by first mining up stairs below the "borderline" you want to channel, channel the tiles above them, and removing the stairs afterwards.<br />
The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.<br />
<br />
<sup>1</sup>Not literal vermin, those won't be blocked.<br />
<br />
== Bugs ==<br />
*Trees occasionally cause cave-ins by dropping branches; the exact cause is not yet known.{{bug|7533}}<br />
*Layer-material can change when collapsing soil layers.{{bug|1206}}<br />
*Forest fires cause constant collapses.{{bug|6829}} <br />
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens: from releasing underground tree spores to revealing an [[Hell|upright adamantine weapon]] in the Room list.<br />
<br />
{{buildings}}<br />
{{Category|Physics}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Blueprint_library&diff=210142Blueprint library2014-08-26T00:49:12Z<p>Ispil: Typo fix</p>
<hr />
<div>==Automated Desalination Plant==<br />
<br />
Removes salt from water, producing fresh water by pumping [[Water|salt water]] through a [[screw pump]] to a container made of constructed walls and floors with a [[windmill]] powering the pump and ramps for easy access to water.<br />
<br />
Z+1:<br />
<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|▼|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|║|6:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|˙|1:0:1}}<br />
|-<br />
|{{RT|▼|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|O|6:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|˙|1:0:1}}<br />
|-<br />
|{{RT|▼|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|║|6:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|˙|1:0:1}}<br />
|}<br />
<br />
Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|▲|7:0:0}}<br />
|{{RT|╔|7:0:0}}<br />
|{{RT|═|7:0:0}}<br />
|{{RT|O|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|≈|1:0:1}}<br />
|-<br />
|{{RT|▲|7:0:0}}<br />
|{{RT|║|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|÷|2:0:1}}<br />
|{{RT|÷|2:0:0}}<br />
|{{RT|≈|1:0:1}}<br />
|-<br />
|{{RT|▲|7:0:0}}<br />
|{{RT|╚|7:0:0}}<br />
|{{RT|═|7:0:0}}<br />
|{{RT|O|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|≈|1:0:1}}<br />
|}<br />
<br />
Z-1:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|≈|1:0:0}}<br />
|-<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|≈|1:0:0}}<br />
|-<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|≈|1:0:0}}<br />
|}<br />
<br />
==Building Destroyer... Destroyer==<br />
<br />
Trap designed to affect [[Building destroyer]] creatures. A [[support]] holding up a constructed floor causes a [[cavein]] which will harm the creature. You will need pressure plates or some other trigger, as well as a building as bait, as [[Building destroyer]]s will NOT target or destroy [[support]]s.<br />
<br />
Z+1:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|-<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|-<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|}<br />
<br />
Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|I|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|}<br />
<br />
===Gremlin Trap Variant===<br />
<br />
Add [[lever]] linked to [[support]]: now, gremlin foolish enough to pull this lever gets suprise.<br />
<br />
Alternate Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|ó|7:0:0}}<br />
|{{RT|I|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|}<br />
<br />
===Cage Trap Variant===<br />
<br />
Add [[cage trap]] around support. If cavein makes creature unconscious, it will be caught by cage trap even if it itself is [[trapavoid]].<br />
<br />
Alternate Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|-<br />
|{{RT|^|2:0:1}}<br />
|{{RT|I|7:0:0}}<br />
|{{RT|^|2:0:1}}<br />
|-<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|}<br />
<br />
Alternate Z1:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|-<br />
|{{RT|·|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|-<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|}<br />
<br />
= Other Blueprint articles =<br />
* [[Bedroom design]]<br />
* [[Atom smasher]]<br />
* [[Exploits#Quantum stockpiles]]<br />
* [[Screw pump#Pump stack]]<br />
* [[Waterfall#Building an artificial waterfall]]<br />
* [[Tower]]<br />
* [[Mega construction]]<br />
* [[Siege engine#Ballista battery]]<br />
* [[Repeater]]<br />
<br />
{{Category|Guides}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Blueprint_library&diff=210141Blueprint library2014-08-26T00:48:37Z<p>Ispil: Link fix</p>
<hr />
<div>==Automated Desalination Plant==<br />
<br />
Removes salt from water, producing fresh water by pumping [[Water|salt water]] through a [[screwpump]] to a container made of constructed walls and floors with a [[windmill]] powering the pump and ramps for easy access to water.<br />
<br />
Z+1:<br />
<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|▼|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|║|6:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|˙|1:0:1}}<br />
|-<br />
|{{RT|▼|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|O|6:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|˙|1:0:1}}<br />
|-<br />
|{{RT|▼|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|║|6:0:0}}<br />
|{{RT|˙|7:0:0}}<br />
|{{RT|˙|1:0:1}}<br />
|}<br />
<br />
Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|▲|7:0:0}}<br />
|{{RT|╔|7:0:0}}<br />
|{{RT|═|7:0:0}}<br />
|{{RT|O|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|≈|1:0:1}}<br />
|-<br />
|{{RT|▲|7:0:0}}<br />
|{{RT|║|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|÷|2:0:1}}<br />
|{{RT|÷|2:0:0}}<br />
|{{RT|≈|1:0:1}}<br />
|-<br />
|{{RT|▲|7:0:0}}<br />
|{{RT|╚|7:0:0}}<br />
|{{RT|═|7:0:0}}<br />
|{{RT|O|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|≈|1:0:1}}<br />
|}<br />
<br />
Z-1:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|≈|1:0:0}}<br />
|-<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|≈|1:0:0}}<br />
|-<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|▓|7:0:0}}<br />
|{{RT|≈|1:0:0}}<br />
|}<br />
<br />
==Building Destroyer... Destroyer==<br />
<br />
Trap designed to affect [[Building destroyer]] creatures. A [[support]] holding up a constructed floor causes a [[cavein]] which will harm the creature. You will need pressure plates or some other trigger, as well as a building as bait, as [[Building destroyer]]s will NOT target or destroy [[support]]s.<br />
<br />
Z+1:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|-<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|-<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|}<br />
<br />
Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|I|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|}<br />
<br />
===Gremlin Trap Variant===<br />
<br />
Add [[lever]] linked to [[support]]: now, gremlin foolish enough to pull this lever gets suprise.<br />
<br />
Alternate Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|ó|7:0:0}}<br />
|{{RT|I|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|-<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|{{RT|.|7:0:0}}<br />
|}<br />
<br />
===Cage Trap Variant===<br />
<br />
Add [[cage trap]] around support. If cavein makes creature unconscious, it will be caught by cage trap even if it itself is [[trapavoid]].<br />
<br />
Alternate Z0:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|-<br />
|{{RT|^|2:0:1}}<br />
|{{RT|I|7:0:0}}<br />
|{{RT|^|2:0:1}}<br />
|-<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|{{RT|^|2:0:1}}<br />
|}<br />
<br />
Alternate Z1:<br />
<br />
{| style="border-spacing: 0; background: black; border: 2px solid black"<br />
|-<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|-<br />
|{{RT|·|7:0:0}}<br />
|{{RT|+|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|-<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|{{RT|·|7:0:0}}<br />
|}<br />
<br />
= Other Blueprint articles =<br />
* [[Bedroom design]]<br />
* [[Atom smasher]]<br />
* [[Exploits#Quantum stockpiles]]<br />
* [[Screw pump#Pump stack]]<br />
* [[Waterfall#Building an artificial waterfall]]<br />
* [[Tower]]<br />
* [[Mega construction]]<br />
* [[Siege engine#Ballista battery]]<br />
* [[Repeater]]<br />
<br />
{{Category|Guides}}</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Main_Page&diff=210140Main Page2014-08-26T00:43:48Z<p>Ispil: Mis-link fix</p>
<hr />
<div><!--<br />
***************************************************************************************************<br />
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************<br />
***************************************************************************************************<br />
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version<br />
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version<br />
<br />
That will update the version info for every page on the wiki that uses these templates (including the main page)<br />
<br />
<br />
/--><br />
<!-- BANNER ACROSS TOP OF PAGE --><br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:0; border:1px solid #ddd; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
<!-- "WELCOME TO DFWIKI" AND ARTICLE COUNT --><br />
{| style="width:280px; border:none; background:none; padding-top: 16px; padding-bottom: 16px;"<br />
| style="width:280px; text-align:left; white-space:nowrap; color:#000; padding-left: 12px;" |<br />
<div style="font-size:162%; border:none; margin:0; padding:.1em; padding-left: 0; color:#000;">The Dwarf Fortress Wiki</div><br />
<div id="articlecount" style="font-size:85%; padding-left:2px;">{{Template:NUMBEROFARTICLES}} articles about '''v{{current/version}}'''<br />Previous versions: [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a]]</div><br />
|}<br />
| style="min-width:35%; padding-right: 10px;" |<br />
<div style="border: 1px solid #eee; padding: 8px;">{{:Main_Page/Quote}}<div><small>[[/Quote/list|More]]</small></div></div><br />
<!-- ARTICLES ON RIGHT-HAND SIDE --><br />
| style="width:16%; font-size:12px; border-left: solid 1px #ddd; background: #eef5ff; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px;" |<br />
{| style="width: 90%; margin: 0 auto;" |<br />
| style="width:100%; font-size:12px;" |<br />
<p>[[About]]</p><br />
<p><b>[[Quickstart guide|<span style="color:#72A329 !important;">Tutorial</span>]]</b></p><br />
<p>[[Installation|Downloads]]</p><br />
|}<br />
|}<br />
{{Main page progress bar}}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width:84%;" |<br />
{| style="width:100%; height: 126px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ "Dwarf Fortress"]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency.<br />
</p><br />
{{quick download}}<br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd; text-align: left; background: #eef5ff;" | <br />
{| style="width: 90%; text-align: left; height: 126px; margin:0 auto; padding:0; margin-top: 1px;"<br />
|<p style="">'''v{{current/version}}'''<br/>'''{{current/lastupdate}}'''<br/>[http://www.bay12games.com/dwarves/ Changelog]<br/>[[CV:Release information/{{current/version}}|Release Information]]</p><br />
|}<br />
|}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width: 20%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px; border: 1px solid #CA7A02; box-shadow:0px 0px 4px #CA7A02 inset;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''<span style="color:#CA7A02 !important;">New to Dwarf Fortress?</span>'''</span><br />
<br />
[[Installation|Download & Install]]<br />
<br />
[[Quickstart guide|Fortress Mode Tutorial]]<br />
<br />
[[Adventure mode quick start|Adventure Mode Tutorial]]<br />
<br />
[[Troubleshooting|How do I get more help?]]<br />
</p><br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Reference Pages'''</span><br />
<br />
[[Adventurer Mode|Adventure Mode]]<br />
<br />
[[Dwarf fortress mode|Fortress Mode]]<br />
<br />
[[Design strategies|Design Strategies]]<br />
<br />
[[Farming]]<br />
</p><br />
|}<br />
| style="width:16%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Military]]<br />
<br />
[[Fun]]<br />
<br />
[[World Generation]]<br />
<br />
[[Industry]]<br />
</p><br />
|}<br />
| style="width:13%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Creature]]s<br />
<br />
[[Dwarf|Dwarves]]<br />
<br />
[[Building]]s<br />
<br />
[[Mining]]<br />
</p><br />
|}<br />
| style="width:15%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Other / [[Mods]]'''</span><br />
<br />
[[Bloodline games]]<br />
<br />
[[Cheating]]<br />
<br />
[[Known bugs and issues|Known Bugs]]<br />
<br />
[[Framerate]]<br />
</p><br />
|}<br />
| style="width:14%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Masterwork:Main Page|Masterwork DF]]<br />
<br />
[[Tilesets]]<br />
<br />
[[Utilities]]<br />
<br />
[[Technical tricks]]<br />
</p><br />
|}<br />
| style="width:50%;" |<br />
|}<br />
<br><br />
<br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:12px; border:1px solid #ddd; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
{{{!}} style{{=}}"width: 100%;"<br />
{{!}}- <br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Forums:<br />
{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&t{{=}}19469&start{{=}}0&st{{=}}0&sk{{=}}t&sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?p{{=}}17714628 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&boardID{{=}}3 French forum], [http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Blogs:<br />
{{!}} [http://www.bravemule.com/ Bravemule]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} [[IRC{{!}}IRC Channels]]:<br />
{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Other Wikis:<br />
{{!}} [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Useful Links:<br />
{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Archives:<br />
{{!}} [[23a:Main Page|v0.23.130.23a Wiki]]<!--<sup>[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]</sup>-->, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]<br />
{{!}}}<br />
|<br />
{{random image}}<br />
|}<br />
<!--[[Category:Wiki]]--><br />
<br />
<br />
[[ru:Заглавная_страница]]<br />
[[fr:Accueil]]<br />
<br />
<div id="norate"></div></div>Ispilhttp://dwarffortresswiki.org/index.php?title=Anvil&diff=210136Anvil2014-08-25T23:19:00Z<p>Ispil: Redlink fixes</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|05:45, 9 September 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Anvils''' are required to build [[forge]]s, whether conventional or [[magma forge|magma powered]]. Since at least one is absolutely required if your fortress intends to do ''any'' metalworking whatsoever, and the only way to ''make'' an anvil is with a metalsmith's forge (whether from a [[strange mood]] or by normal means), your first anvil ''must'' be sourced from outside of your colony, either at [[embark]] or through later [[trading]]. Anvils require three [[metal]] [[bar]]s to be [[smith]]ed at a forge - once you have one to begin with. As this is recursive, the origins of the first anvil are hard to discern.[[#Origins|*]]<br />
<br />
Anvils may normally be made of [[iron]], [[steel]] or [[adamantine]], and smithing an anvil uses the [[blacksmithing]] [[skill]]. Magma forge anvils in particular must be [[magma-safe]], which is not a problem for conventionally crafted anvils but may be for legendary strange mood anvils, which are often made out of other, non magma-safe metals. Otherwise, however, neither the material used nor the anvil's quality affects the performance of the forge: only the [[skill]] of the metalworker does.<br />
<br />
== Acquisition ==<br />
If your [[civilization]] has access to [[iron]] [[ore]], a standard (no quality) iron anvil will be included by default in your [[starting build|starting equipment]], for a cost of 100 points. If not, then your starting equipment will include a [[steel]] anvil, for a cost of 300 points. Not taking an iron anvil is usually only a component of [[challenges]], but not taking a steel one may be viable given its high cost.<br />
<br />
If you choose not to bring an anvil, you are refunded the 100 or 300 point cost, to be used for other purchases of items or skills. You will then have to [[trade]] for your first anvil with the dwarven or [[human]] [[caravan]]s that usually, ''but not always'', carry one or more iron or steel anvils with them (at the same cost as at embark). If this fails the first time around, you may also request one from the [[Outpost liaison|dwarven liaison]], if you are willing to pay an increased price to guarantee that at least one anvil arrives with next year's caravan.<br />
<br />
Tearing down a forge retrieves the anvil used to build it, which can then be stored, traded, [[melt]]ed, or re-used to build another forge. Anvils are considered [[furniture]] and will be stored in a furniture [[stockpile]] if not utilized in a [[forge]].<br />
<br />
The anvil's high value means that it is a tempting target for the first wave of thieving animals, so it is a good idea to create a forge as soon as possible solely for the purpose of keeping the anvil nailed down.<br />
<br />
== Origins ==<br />
{{d for dwarf}}<br />
The theories are split into two categories:<br />
<br />
Correlation does not imply causation: There's another way to make an anvil, and the theoretical time before that occurred is referred to as the era before anvil (BA)<br />
<br />
* One theory of the anvil's origin is that a dwarf struck by a [[strange mood]] made one of [[stone]] or [[bone]] (though this isn't actually possible in-game). Another more radical theory put forward by dwarven philosopher [[Main:Urist|Urist]] McTaggart is that the first one was made of [[wood]] in a similar manner. This was deemed a heresy and he was later sentenced to be hammered for being an [[elf]] sympathizer by an angry [[mayor]] who had a strange fondness for [[glass]].<br />
* Recently unearthed documents seem to indicate that the anvil was the first major tool produced by the earliest dwarven societies. It is generally accepted that humans first created the plow, and oral histories record that the first accomplishment of the [[elves]] was the domestication of forest animals.<br/>There are questions regarding the implications of this revelation, however. Skeptics question how the anvil was created without a [[hammer]], how the metal was shaped, and what social, cultural, or environmental pressures could have required the invention of what is, when reduced to its most basic nature, a flat surface used to position objects scheduled to be struck repeatedly.<br/>Dwarven scholars suggest that the first anvils were made of [[stone]], not metal, and were little more than flattened stone [[block]]s, chipped with flint or [[obsidian]]. This possibility has sparked an interest among dwarven scholars in attempting to recreate stone anvil replicas, but such enterprises are generally regarded with indifference by dwarven society at large.<br />
* Regardless of dwarven theories some humans believe that there must have been early technologies to produce an anvil without the usage of a hammer or an anvil. While improving the production of anvils through the dissemination and use of anvils over the centuries, the original method was forgotten. Dwarven philosophers argue that dwarven technology has always been driven by perfection from the beginning and nothing was developed over time. Besides, dwarven history never forgets.<br />
<br />
Correlation implies causation: An anvil is required to make an anvil<br />
<br />
* One researcher posits that all anvils originate from the FirstAnvil. Where does it come from? The FirstAnvil, of course. It's [http://en.wikipedia.org/wiki/Turtles_all_the_way_down anvils all the way down.]<br />
* The dwarven philosopher Urist McStotle has recently suggested that the existence of Anvils is evidence that dwarven civilization will eventually develop a method of visiting (or at the very least, sending anvils to) the past.<br />
* The first anvil was given as a gift from the god of smithing. Engraved with the secrets of mineralogy and metalworking, it taught dwarves everything they know of finding, smelting and shaping metals. There is considerable theological debate going on over WHICH god of smithing was responsible. Some believe that such an outpouring of information could only have been a collaborative effort by all gods of smithing.<br />
* The first anvil is the only remnant of the previous kalpa. Every time Armok the World Eater unmakes the universe, He leaves one anvil behind. The dwarves inevitably find it and use it to make more anvils, one of which is carried over to the next world, completing the cycle.<br />
* It is unknown at this time how [[Main:Armok|Armok]]'s Anvil of Creation was forged. When questioned by a particularly suicidal dwarf on the subject, he grew very grumpy and quickly unmade that universe.</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&diff=210131Known bugs and issues2014-08-25T22:40:26Z<p>Ispil: Redlink fix</p>
<hr />
<div>{{Quality|Superior|23:36, 4 September 2013 (UTC)}}<br />
{{av}}{{catbox|DF2014:Bugs}}<br />
Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] and an informal [http://www.bay12forums.com/smf/index.php?topic=111051.0 poll of the worst bugs] is available in the forums. Please do '''not''' report bugs here; they should be sent to the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis BT] instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).<br />
<br />
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes have been rolled into v0.40.<br />
<br />
== Severe bugs ==<br />
These bugs can significantly interfere with play.<br />
<br />
* {{bugl|7161}}: Morale is screwy.<br />
** Partially fixed in 0.40.10. Bugfixes for morale are ongoing.<br />
** Workaround: mod creatures to have natural Discipline skill<br />
** Workaround: barracks training raises Discipline<br />
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)<br />
* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave. <br />
* {{bugl|6586}}: Dwarves climb trees and fall out of them for no obvious reason.<br />
** This may be partially fixed; more information is needed (see bug report).<br />
** Workaround: make sure there is always at least one meeting zone or sculpture garden where dwarves can idle.<br />
* {{bugl|7447}}: Numerous problems reported with [[brewing]].<br />
** {{bugl|7423}}: Embark-purchased fruit must be removed from bags for use.<br />
** {{bugl|6940}}: Many new crops are not fully implemented (and strawberries no longer work).<br />
** {{bugl|6849}}: Corrupted raws will remove brewing options from the still.<br />
** {{bugl|5895}}: Hauling blocks brewing.<br />
* {{bugl|5895}}: Hauled items are "unavailable" while a dwarf is lugging them across the map in a bin/barrel/etc.<br />
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.<br />
** Workaround: clever [[Stockpile Design]]s can reduce the impact.<br />
<br />
== New bugs ==<br />
These bugs are new to v0.40. (There are many more; these are just a few of the most prominent.)<br />
<br />
* {{bugl|6704}}: Already-felled trees "collapse" when mining under their former roots<br />
* {{bugl|7274}}: Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results<br />
** Related to {{bugl|7825}} marked as fixed in 0.40.07 -- #7274 needs verification.<br />
* {{bugl|7651}}: Some embark-purchased animals won't [[Breeding|breed]].<br />
* {{bugl|7444}}: Sparring dwarves can knock each other through walls with charge attacks.<br />
* {{bugl|7574}}: Creatures assigned to burrows/pastures can become accident-prone.<br />
<br />
== Lingering bugs ==<br />
These bugs are not new to v0.40, but have been confirmed as still existing. Any workarounds that involve binary patches or DFHack will not work until those tools have been updated to the new version.<br />
<br />
* {{bugl|1451}}: Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.<br />
* {{bugl|4552}}: Siegers waiting by bodies of dead leaders.<br />
* {{bugl|412}}: Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.<br />
* {{bugl|2712}}: Weapons, especially whips, cut through steel armor like butter.<br />
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons<br />
* {{bugl|2780}}: Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]<br />
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds (possibly fixed for rivers only?)<br />
* {{bugl|535}}: Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.<br />
* {{bugl|296}}: Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.<br />
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]<br />
* {{bugl|4550}}: Dodging into river/lava/pit etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.<br />
* {{bugl|425}}: Dwarves perform [[cleaning]] erratically at best.<br />
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]<br />
* {{bugl|5986}}: Designating large areas for smoothing slows game to a crawl.<br />
* {{bugl|136}}: When embarking on large area, DF hits 2GB memory limit and crashes.<br />
**Workaround: Until a permanent fix is made, the player can use [http://www.ntcore.com/4gb_patch.php NTCore's 4GB fix], which will not only increase the memory limit, but will improve performance overall. (This is not a permanent solution for the devs; it could lead to unforeseen problems if incorporated within the .exe downloaded from the server.)<br />
* {{bugl|797}}: Animals repeatedly path through "tightly closed" [[door]]s causing lag.<br />
* {{bugl|4065}}: Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].<br />
<br />
== Unverified bugs ==<br />
These bugs were known to exist in v0.34, and ''may or may not'' still exist. They need to be verified. Any workarounds that involve binary patches or DFHack will not work until those tools have been updated to the new version.<br />
<br />
* {{bugl|1582}}: Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.<br />
* {{bugl|5097}}: Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts. <br />
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.<br />
<br />
<br />
[[Category:Game development]]</div>Ispilhttp://dwarffortresswiki.org/index.php?title=Main_Page&diff=210130Main Page2014-08-25T22:34:55Z<p>Ispil: Fixing the Building/Buildings link</p>
<hr />
<div><!--<br />
***************************************************************************************************<br />
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************<br />
***************************************************************************************************<br />
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version<br />
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version<br />
<br />
That will update the version info for every page on the wiki that uses these templates (including the main page)<br />
<br />
<br />
/--><br />
<!-- BANNER ACROSS TOP OF PAGE --><br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:0; border:1px solid #ddd; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
<!-- "WELCOME TO DFWIKI" AND ARTICLE COUNT --><br />
{| style="width:280px; border:none; background:none; padding-top: 16px; padding-bottom: 16px;"<br />
| style="width:280px; text-align:left; white-space:nowrap; color:#000; padding-left: 12px;" |<br />
<div style="font-size:162%; border:none; margin:0; padding:.1em; padding-left: 0; color:#000;">The Dwarf Fortress Wiki</div><br />
<div id="articlecount" style="font-size:85%; padding-left:2px;">{{Template:NUMBEROFARTICLES}} articles about '''v{{current/version}}'''<br />Previous versions: [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a]]</div><br />
|}<br />
| style="min-width:35%; padding-right: 10px;" |<br />
<div style="border: 1px solid #eee; padding: 8px;">{{:Main_Page/Quote}}<div><small>[[/Quote/list|More]]</small></div></div><br />
<!-- ARTICLES ON RIGHT-HAND SIDE --><br />
| style="width:16%; font-size:12px; border-left: solid 1px #ddd; background: #eef5ff; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px;" |<br />
{| style="width: 90%; margin: 0 auto;" |<br />
| style="width:100%; font-size:12px;" |<br />
<p>[[About]]</p><br />
<p><b>[[Quickstart guide|<span style="color:#72A329 !important;">Tutorial</span>]]</b></p><br />
<p>[[Installation|Downloads]]</p><br />
|}<br />
|}<br />
{{Main page progress bar}}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width:84%;" |<br />
{| style="width:100%; height: 126px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ "Dwarf Fortress"]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency.<br />
</p><br />
{{quick download}}<br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd; text-align: left; background: #eef5ff;" | <br />
{| style="width: 90%; text-align: left; height: 126px; margin:0 auto; padding:0; margin-top: 1px;"<br />
|<p style="">'''v{{current/version}}'''<br/>'''{{current/lastupdate}}'''<br/>[http://www.bay12games.com/dwarves/ Changelog]<br/>[[CV:Release information/{{current/version}}|Release Information]]</p><br />
|}<br />
|}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width: 20%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px; border: 1px solid #CA7A02; box-shadow:0px 0px 4px #CA7A02 inset;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''<span style="color:#CA7A02 !important;">New to Dwarf Fortress?</span>'''</span><br />
<br />
[[Installation|Download & Install]]<br />
<br />
[[Quickstart guide|Fortress Mode Tutorial]]<br />
<br />
[[Adventure mode quick start|Adventure Mode Tutorial]]<br />
<br />
[[Troubleshooting|How do I get more help?]]<br />
</p><br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Reference Pages'''</span><br />
<br />
[[Adventurer Mode|Adventure Mode]]<br />
<br />
[[Dwarf fortress mode|Fortress Mode]]<br />
<br />
[[Design Strategies]]<br />
<br />
[[Farming]]<br />
</p><br />
|}<br />
| style="width:16%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Military]]<br />
<br />
[[Fun]]<br />
<br />
[[World Generation]]<br />
<br />
[[Industry]]<br />
</p><br />
|}<br />
| style="width:13%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Creature|Creatures]]<br />
<br />
[[Dwarf|Dwarves]]<br />
<br />
[[Building|Buildings]]<br />
<br />
[[Mining]]<br />
</p><br />
|}<br />
| style="width:15%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Other / [[Mods]]'''</span><br />
<br />
[[Bloodline games]]<br />
<br />
[[Cheating]]<br />
<br />
[[Known bugs and issues|Known Bugs]]<br />
<br />
[[Framerate]]<br />
</p><br />
|}<br />
| style="width:14%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Masterwork:Main Page|Masterwork DF]]<br />
<br />
[[Tilesets]]<br />
<br />
[[Utilities]]<br />
<br />
[[Technical tricks]]<br />
</p><br />
|}<br />
| style="width:50%;" |<br />
|}<br />
<br><br />
<br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:12px; border:1px solid #ddd; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
{{{!}} style{{=}}"width: 100%;"<br />
{{!}}- <br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Forums:<br />
{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&t{{=}}19469&start{{=}}0&st{{=}}0&sk{{=}}t&sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?p{{=}}17714628 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&boardID{{=}}3 French forum], [http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Blogs:<br />
{{!}} [http://www.bravemule.com/ Bravemule]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} [[IRC{{!}}IRC Channels]]:<br />
{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Other Wikis:<br />
{{!}} [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Useful Links:<br />
{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Archives:<br />
{{!}} [[23a:Main Page|v0.23.130.23a Wiki]]<!--<sup>[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]</sup>-->, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]<br />
{{!}}}<br />
|<br />
{{random image}}<br />
|}<br />
<!--[[Category:Wiki]]--><br />
<br />
<br />
[[ru:Заглавная_страница]]<br />
[[fr:Accueil]]<br />
<br />
<div id="norate"></div></div>Ispilhttp://dwarffortresswiki.org/index.php?title=Main_Page&diff=210129Main Page2014-08-25T22:34:12Z<p>Ispil: Fixing the Dwarf/Dwarves link to link to the correct page.</p>
<hr />
<div><!--<br />
***************************************************************************************************<br />
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************<br />
***************************************************************************************************<br />
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version<br />
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version<br />
<br />
That will update the version info for every page on the wiki that uses these templates (including the main page)<br />
<br />
<br />
/--><br />
<!-- BANNER ACROSS TOP OF PAGE --><br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:0; border:1px solid #ddd; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
<!-- "WELCOME TO DFWIKI" AND ARTICLE COUNT --><br />
{| style="width:280px; border:none; background:none; padding-top: 16px; padding-bottom: 16px;"<br />
| style="width:280px; text-align:left; white-space:nowrap; color:#000; padding-left: 12px;" |<br />
<div style="font-size:162%; border:none; margin:0; padding:.1em; padding-left: 0; color:#000;">The Dwarf Fortress Wiki</div><br />
<div id="articlecount" style="font-size:85%; padding-left:2px;">{{Template:NUMBEROFARTICLES}} articles about '''v{{current/version}}'''<br />Previous versions: [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a]]</div><br />
|}<br />
| style="min-width:35%; padding-right: 10px;" |<br />
<div style="border: 1px solid #eee; padding: 8px;">{{:Main_Page/Quote}}<div><small>[[/Quote/list|More]]</small></div></div><br />
<!-- ARTICLES ON RIGHT-HAND SIDE --><br />
| style="width:16%; font-size:12px; border-left: solid 1px #ddd; background: #eef5ff; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px;" |<br />
{| style="width: 90%; margin: 0 auto;" |<br />
| style="width:100%; font-size:12px;" |<br />
<p>[[About]]</p><br />
<p><b>[[Quickstart guide|<span style="color:#72A329 !important;">Tutorial</span>]]</b></p><br />
<p>[[Installation|Downloads]]</p><br />
|}<br />
|}<br />
{{Main page progress bar}}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width:84%;" |<br />
{| style="width:100%; height: 126px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ "Dwarf Fortress"]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency.<br />
</p><br />
{{quick download}}<br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd; text-align: left; background: #eef5ff;" | <br />
{| style="width: 90%; text-align: left; height: 126px; margin:0 auto; padding:0; margin-top: 1px;"<br />
|<p style="">'''v{{current/version}}'''<br/>'''{{current/lastupdate}}'''<br/>[http://www.bay12games.com/dwarves/ Changelog]<br/>[[CV:Release information/{{current/version}}|Release Information]]</p><br />
|}<br />
|}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width: 20%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px; border: 1px solid #CA7A02; box-shadow:0px 0px 4px #CA7A02 inset;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''<span style="color:#CA7A02 !important;">New to Dwarf Fortress?</span>'''</span><br />
<br />
[[Installation|Download & Install]]<br />
<br />
[[Quickstart guide|Fortress Mode Tutorial]]<br />
<br />
[[Adventure mode quick start|Adventure Mode Tutorial]]<br />
<br />
[[Troubleshooting|How do I get more help?]]<br />
</p><br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Reference Pages'''</span><br />
<br />
[[Adventurer Mode|Adventure Mode]]<br />
<br />
[[Dwarf fortress mode|Fortress Mode]]<br />
<br />
[[Design Strategies]]<br />
<br />
[[Farming]]<br />
</p><br />
|}<br />
| style="width:16%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Military]]<br />
<br />
[[Fun]]<br />
<br />
[[World Generation]]<br />
<br />
[[Industry]]<br />
</p><br />
|}<br />
| style="width:13%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Creature|Creatures]]<br />
<br />
[[Dwarf|Dwarves]]<br />
<br />
[[Buildings]]<br />
<br />
[[Mining]]<br />
</p><br />
|}<br />
| style="width:15%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Other / [[Mods]]'''</span><br />
<br />
[[Bloodline games]]<br />
<br />
[[Cheating]]<br />
<br />
[[Known bugs and issues|Known Bugs]]<br />
<br />
[[Framerate]]<br />
</p><br />
|}<br />
| style="width:14%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Masterwork:Main Page|Masterwork DF]]<br />
<br />
[[Tilesets]]<br />
<br />
[[Utilities]]<br />
<br />
[[Technical tricks]]<br />
</p><br />
|}<br />
| style="width:50%;" |<br />
|}<br />
<br><br />
<br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:12px; border:1px solid #ddd; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
{{{!}} style{{=}}"width: 100%;"<br />
{{!}}- <br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Forums:<br />
{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&t{{=}}19469&start{{=}}0&st{{=}}0&sk{{=}}t&sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?p{{=}}17714628 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&boardID{{=}}3 French forum], [http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Blogs:<br />
{{!}} [http://www.bravemule.com/ Bravemule]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} [[IRC{{!}}IRC Channels]]:<br />
{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Other Wikis:<br />
{{!}} [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Useful Links:<br />
{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Archives:<br />
{{!}} [[23a:Main Page|v0.23.130.23a Wiki]]<!--<sup>[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]</sup>-->, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]<br />
{{!}}}<br />
|<br />
{{random image}}<br />
|}<br />
<!--[[Category:Wiki]]--><br />
<br />
<br />
[[ru:Заглавная_страница]]<br />
[[fr:Accueil]]<br />
<br />
<div id="norate"></div></div>Ispilhttp://dwarffortresswiki.org/index.php?title=Main_Page&diff=210128Main Page2014-08-25T22:33:20Z<p>Ispil: Fixing a mis-link to an outdated version of the creatures page</p>
<hr />
<div><!--<br />
***************************************************************************************************<br />
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************<br />
***************************************************************************************************<br />
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version<br />
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version<br />
<br />
That will update the version info for every page on the wiki that uses these templates (including the main page)<br />
<br />
<br />
/--><br />
<!-- BANNER ACROSS TOP OF PAGE --><br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:0; border:1px solid #ddd; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
<!-- "WELCOME TO DFWIKI" AND ARTICLE COUNT --><br />
{| style="width:280px; border:none; background:none; padding-top: 16px; padding-bottom: 16px;"<br />
| style="width:280px; text-align:left; white-space:nowrap; color:#000; padding-left: 12px;" |<br />
<div style="font-size:162%; border:none; margin:0; padding:.1em; padding-left: 0; color:#000;">The Dwarf Fortress Wiki</div><br />
<div id="articlecount" style="font-size:85%; padding-left:2px;">{{Template:NUMBEROFARTICLES}} articles about '''v{{current/version}}'''<br />Previous versions: [[v0.34:Main Page|v0.34]] / [[v0.31:Main Page|v0.31]] / [[40d:Main Page|40d]] / [[23a:Main Page|23a]]</div><br />
|}<br />
| style="min-width:35%; padding-right: 10px;" |<br />
<div style="border: 1px solid #eee; padding: 8px;">{{:Main_Page/Quote}}<div><small>[[/Quote/list|More]]</small></div></div><br />
<!-- ARTICLES ON RIGHT-HAND SIDE --><br />
| style="width:16%; font-size:12px; border-left: solid 1px #ddd; background: #eef5ff; border-top-right-radius:8px; -moz-border-radius-topright:8px; -webkit-border-top-right-radius:8px;" |<br />
{| style="width: 90%; margin: 0 auto;" |<br />
| style="width:100%; font-size:12px;" |<br />
<p>[[About]]</p><br />
<p><b>[[Quickstart guide|<span style="color:#72A329 !important;">Tutorial</span>]]</b></p><br />
<p>[[Installation|Downloads]]</p><br />
|}<br />
|}<br />
{{Main page progress bar}}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width:84%;" |<br />
{| style="width:100%; height: 126px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ "Dwarf Fortress"]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency.<br />
</p><br />
{{quick download}}<br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd; text-align: left; background: #eef5ff;" | <br />
{| style="width: 90%; text-align: left; height: 126px; margin:0 auto; padding:0; margin-top: 1px;"<br />
|<p style="">'''v{{current/version}}'''<br/>'''{{current/lastupdate}}'''<br/>[http://www.bay12games.com/dwarves/ Changelog]<br/>[[CV:Release information/{{current/version}}|Release Information]]</p><br />
|}<br />
|}<br />
{| style="border-spacing:0; margin-top: -2px; width:100%; border:1px solid #ddd; background:#f9f9f9; height: 128px;" |<br />
| style="width: 20%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px; border: 1px solid #CA7A02; box-shadow:0px 0px 4px #CA7A02 inset;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''<span style="color:#CA7A02 !important;">New to Dwarf Fortress?</span>'''</span><br />
<br />
[[Installation|Download & Install]]<br />
<br />
[[Quickstart guide|Fortress Mode Tutorial]]<br />
<br />
[[Adventure mode quick start|Adventure Mode Tutorial]]<br />
<br />
[[Troubleshooting|How do I get more help?]]<br />
</p><br />
|}<br />
| style="width:16%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Reference Pages'''</span><br />
<br />
[[Adventurer Mode|Adventure Mode]]<br />
<br />
[[Dwarf fortress mode|Fortress Mode]]<br />
<br />
[[Design Strategies]]<br />
<br />
[[Farming]]<br />
</p><br />
|}<br />
| style="width:16%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Military]]<br />
<br />
[[Fun]]<br />
<br />
[[World Generation]]<br />
<br />
[[Industry]]<br />
</p><br />
|}<br />
| style="width:13%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Creature|Creatures]]<br />
<br />
[[Dwarves]]<br />
<br />
[[Buildings]]<br />
<br />
[[Mining]]<br />
</p><br />
|}<br />
| style="width:15%; border-left: solid 1px #ddd;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''Other / [[Mods]]'''</span><br />
<br />
[[Bloodline games]]<br />
<br />
[[Cheating]]<br />
<br />
[[Known bugs and issues|Known Bugs]]<br />
<br />
[[Framerate]]<br />
</p><br />
|}<br />
| style="width:14%;" |<br />
{| style="width:100%; height: 150px; padding-left:12px;"<br />
|<p style="margin: 0 auto 0em;"><br />
<span style="border-bottom:1px solid #ddd;">'''&nbsp;'''</span><br />
<br />
[[Masterwork:Main Page|Masterwork DF]]<br />
<br />
[[Tilesets]]<br />
<br />
[[Utilities]]<br />
<br />
[[Technical tricks]]<br />
</p><br />
|}<br />
| style="width:50%;" |<br />
|}<br />
<br><br />
<br />
{| id="mp-topbanner" style="width:100%; background:#f9f9f9; margin:0; padding:12px; border:1px solid #ddd; margin-bottom: -2px; border-spacing: 0px;"<br />
| style="color:#000;" |<br />
{{{!}} style{{=}}"width: 100%;"<br />
{{!}}- <br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Forums:<br />
{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&t{{=}}19469&start{{=}}0&st{{=}}0&sk{{=}}t&sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?p{{=}}17714628 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&boardID{{=}}3 French forum], [http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Blogs:<br />
{{!}} [http://www.bravemule.com/ Bravemule]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} [[IRC{{!}}IRC Channels]]:<br />
{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Other Wikis:<br />
{{!}} [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Useful Links:<br />
{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]<br />
{{!}}-<br />
! style{{=}}"text-align: left; padding: 0.1em 0.5em" {{!}} Archives:<br />
{{!}} [[23a:Main Page|v0.23.130.23a Wiki]]<!--<sup>[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]</sup>-->, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]<br />
{{!}}}<br />
|<br />
{{random image}}<br />
|}<br />
<!--[[Category:Wiki]]--><br />
<br />
<br />
[[ru:Заглавная_страница]]<br />
[[fr:Accueil]]<br />
<br />
<div id="norate"></div></div>Ispil