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Editing v0.34:Exploit

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== Quantum stockpiles ==
 
== Quantum stockpiles ==
  
A Quantum Stockpile (QSP) allows you to store an unlimited number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].   
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A Quantum Stockpile (QSP) allows you to store an infinte number of items in a single tile.  QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].   
  
 
Note that, due to {{bug|5994}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].
 
Note that, due to {{bug|5994}}, deconstructing [[construction]]s near a quantum stockpile can potentially create many simultaneous [[hauling]] jobs. There is currently no easy way to prevent this. Undumps, due to their single-job nature, will not have this problem, and minecart stops will generate only a limited number of jobs due to their [[minecart#Capacity|capacity]].
  
 
=== Simple Quantum Stockpiles ===
 
=== Simple Quantum Stockpiles ===
The simplest QSP is created by designating a garbage dump [[activity zone]], dumping the items you want to store and then reclaiming them when you are ready to use them. If you place this garbage dump on top of an existing [[stockpile]], the dumped items will automatically be considered part of the stockpile, allowing the use of stockpile links to distribute the items to workshops or other stockpiles.
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The simplest QSP is created by designating a garbage pit zone instead of a [[stockpile]], dumping the items you want to store and then reclaiming them when you are ready to use them.
  
 
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.
 
A similar effect may be achieved for stones by building a wall two tiles in front of a catapult and digging a channel between the wall and catapult. By firing the catapult at the wall, the stone falls into the trench. The stone will pile up in the channel, putting it out of sight and out of mind. Not only does this train [[siege operator]]s, but it clears the stone that your [[miner]]s leave everywhere.
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Creatures with at least Dabbling in a weapon skill that fall onto an [[DF2012:Spike#Upright_Spear.2FSpike|upright spear / spike]] with an appropriate weapon equipped can experience godly increases in certain combat skills, up to [[legendary]] +70.{{bug|6397}} A drop of 2-3 [[z-level]]s, low-quality wooden [[training spear]]s, and wooden floors are recommended to maximize survivability. See this [http://www.bay12forums.com/smf/index.php?topic=134512.0 forum thread] for details.
 
Creatures with at least Dabbling in a weapon skill that fall onto an [[DF2012:Spike#Upright_Spear.2FSpike|upright spear / spike]] with an appropriate weapon equipped can experience godly increases in certain combat skills, up to [[legendary]] +70.{{bug|6397}} A drop of 2-3 [[z-level]]s, low-quality wooden [[training spear]]s, and wooden floors are recommended to maximize survivability. See this [http://www.bay12forums.com/smf/index.php?topic=134512.0 forum thread] for details.
 
== Planepacking ==
 
{{Main|Main:Planepacked|l1=Planepacked}}
 
 
If a moody dwarf claims a workshop outside their assigned burrow, they'll just keep gathering materials from inside the burrow and adding them to the artifact. Since the workshop, and therefore the claimed materials, are no longer in their burrow, they won't "see" them as added to the artifact, and will keep going until you unassign their burrow or change it to include the workshop. Since they're not technically having trouble gathering the materials, they can do this indefinitely without going insane.
 

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