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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnnanFay</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-04T03:00:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Sand&amp;diff=249470</id>
		<title>DF2014 Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Sand&amp;diff=249470"/>
		<updated>2020-01-01T07:09:08Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* How much sand per bag? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Someone will want to confirm, but I mined an outcrop on top of my mountain and the ramps up turned into usable sand.  Would be useful to know that you can do this.  Please confirm.&lt;br /&gt;
&lt;br /&gt;
== How much sand per bag? ==&lt;br /&gt;
&lt;br /&gt;
Does the page actually say how much sand is contained in each bag?&lt;br /&gt;
&lt;br /&gt;
&amp;gt; individual bags of sand may be purchased during embark for 1 point apiece (with a free bag included), and caravans will frequently bring several bags of sand with them each year (plus more if requested from the liaison). Additionally, while it is rare, some caverns may contain sand in small amounts.&lt;br /&gt;
&lt;br /&gt;
So, 1 sand = 1 free bag. And caravans contain **full** bags? (I assume) [[Bag]] also doesn't contain any specific numbers, though does mention a &amp;quot;container capacity&amp;quot;.  - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 07:09, 1 January 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=249422</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=249422"/>
		<updated>2019-12-29T15:32:50Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* &amp;quot;boulders&amp;quot;? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=216044</id>
		<title>DF2014 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=216044"/>
		<updated>2015-02-09T01:28:31Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Missing Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missing Information ==&lt;br /&gt;
&lt;br /&gt;
From the Pressure Plate page: &amp;quot;(See the individual device pages for complete details of how open and close signals affect each device.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This page is lacking *complete* details about how signals effect bridges. I'm not sure myself so would prefer someone else add the information. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:24, 9 February 2015 (UTC)&lt;br /&gt;
: Most of the information seems to be on [[Lever#On.2FOff_states]]. I am uncertain if there are any differences or the best way to solve the above inconsistency. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:28, 9 February 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=216043</id>
		<title>DF2014 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=216043"/>
		<updated>2015-02-09T01:24:40Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Missing Information */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missing Information ==&lt;br /&gt;
&lt;br /&gt;
From the Pressure Plate page: &amp;quot;(See the individual device pages for complete details of how open and close signals affect each device.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This page is lacking *complete* details about how signals effect bridges. I'm not sure myself so would prefer someone else add the information. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:24, 9 February 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Magma_crab&amp;diff=215678</id>
		<title>DF2014 Talk:Magma crab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Magma_crab&amp;diff=215678"/>
		<updated>2015-01-30T01:42:31Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* What does this mean? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What does this mean? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;magma crabs are quite resilient, but they can be killed relatively easily&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In what ways are they resilient? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:42, 30 January 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=215652</id>
		<title>DF2014 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=215652"/>
		<updated>2015-01-29T01:52:23Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Cannot find &amp;quot;Desired pre-erosion river count&amp;quot; */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I updated the section on Mesh sizes and weighted ranges according to the research I did. I'm not experienced with wiki editing, so feel free to adjust anything as you feel is necessary or offer constructive criticism. --- JoeJoe&lt;br /&gt;
&lt;br /&gt;
== Mineral scarcity ==&lt;br /&gt;
FYI [MINERAL_SCARCITY] should be added to the list of options that will affect geography generation.  I don't know if this is new in DF2014 or was previously overlooked, but it definitely does affect it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.131.181.153|71.131.181.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Added [[Advanced world generation#Seed values|here]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:22, 19 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Evil/Good Squares == &lt;br /&gt;
Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:124.178.54.187|124.178.54.187]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cannot find &amp;quot;Desired pre-erosion river count&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&amp;quot; - from the page&lt;br /&gt;
&lt;br /&gt;
I cannot find this setting. Only &amp;quot;Minimum River Start Locations (Pre-Erosion)&amp;quot; and &amp;quot;Desired River Start Locations (Post-Erosion)&amp;quot; - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:52, 29 January 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=215651</id>
		<title>DF2014 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Advanced_world_generation&amp;diff=215651"/>
		<updated>2015-01-29T01:52:01Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Cannot find &amp;quot;Desired pre-erosion river count&amp;quot; */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I updated the section on Mesh sizes and weighted ranges according to the research I did. I'm not experienced with wiki editing, so feel free to adjust anything as you feel is necessary or offer constructive criticism. --- JoeJoe&lt;br /&gt;
&lt;br /&gt;
== Mineral scarcity ==&lt;br /&gt;
FYI [MINERAL_SCARCITY] should be added to the list of options that will affect geography generation.  I don't know if this is new in DF2014 or was previously overlooked, but it definitely does affect it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.131.181.153|71.131.181.153]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Added [[Advanced world generation#Seed values|here]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:22, 19 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Evil/Good Squares == &lt;br /&gt;
Full of meaningless information. What makes a large region large, medium region medium, why would there be three large regions when the default for evil squares in large regions is above 500? Needs to be rewritten from scratch. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:124.178.54.187|124.178.54.187]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cannot find &amp;quot;Desired pre-erosion river count&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&amp;quot; - From the page&lt;br /&gt;
&lt;br /&gt;
I cannot find this settings. Only &amp;quot;Minimum River Start Locations (Pre-Erosion)&amp;quot; and &amp;quot;Desired River Start Locations (Post-Erosion)&amp;quot; - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:52, 29 January 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sukal&amp;diff=215445</id>
		<title>User talk:Sukal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sukal&amp;diff=215445"/>
		<updated>2015-01-23T19:59:08Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* DFflowchart */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DFflowchart ==&lt;br /&gt;
&lt;br /&gt;
Hi! How do you make the DFflowchart? Is there source code for it? -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 19:59, 23 January 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=215444</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=215444"/>
		<updated>2015-01-23T18:35:30Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Parameters */ Added Number of Civilizations sub section as a STUB!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|superior}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.&lt;br /&gt;
&lt;br /&gt;
World Generation can take long and may seem like a nuisance, but it is the actual heart of the game. This is where Toady invests most of his time, this is the piece of art that makes Dwarf Fortress unique enough for the New York museum. While you wait for the counter to finish, an entire fantasy world with unique geography, history and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with unique appearance and personality, live their lives, some of them a calm one, some go out and influence history. The world's complexity could rival the works of Tolkien himself. Dwarf Fortress is not only a game, it is a gigantic fantasy world simulator. Fortress and adventure mode allow you to influence a tiny part of that tale and write your own chapter. One chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
This article will cover basic world generation using the first option.&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see [[Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
= Basic World Generation Menu =&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below.&lt;br /&gt;
&lt;br /&gt;
=== World Size ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size. Using Basic World Generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17x17 region tiles)&lt;br /&gt;
* Smaller (33x33)&lt;br /&gt;
* Small (65x65)&lt;br /&gt;
* Medium (129x129)&lt;br /&gt;
* Large (257x257)&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. In v0.40 selecting bigger worlds will reduce the framerate (update speed) of the game in fortress mode. Selecting Small or smaller worlds is recommended.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is ok, but will reduce the size of civilizations at game start.&lt;br /&gt;
&lt;br /&gt;
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will of course be much slower. Therefore it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Sites ===&lt;br /&gt;
&lt;br /&gt;
This is the maximum number of sites such as towns, hamlets, elf retreats, etc. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
=== Number of Beasts ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of megabeasts such as dragons, titans, etc., that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.&lt;br /&gt;
&lt;br /&gt;
=== Natural Savagery ===&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[Biome|biomes]] in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral Occurrence ===&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.&lt;br /&gt;
&lt;br /&gt;
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.&lt;br /&gt;
&lt;br /&gt;
= The Generation Process =&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be random in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
== Rejections ==&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once the world itself has been generated, the process of generating historical events will begin. This can take a very long time for large, heavily populated worlds with very long 2,000 year histories.&lt;br /&gt;
&lt;br /&gt;
== Finishing ==&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[Map legend]].  At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
= Getting More Advanced =&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[Advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
= Bugs = &lt;br /&gt;
*Magma sea breaching into [[Main:HFS|HFS]]{{bug|1791}}&lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
= Easter Eggs = &lt;br /&gt;
*On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; [http://www.urbandictionary.com/define.php?term=86]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DFflowchart.png&amp;diff=212862</id>
		<title>File talk:DFflowchart.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DFflowchart.png&amp;diff=212862"/>
		<updated>2014-12-20T04:54:40Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Source code / duplication info? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For what it's worth, this is missing bone being used in any production other than crossbows.  It lacks bone bolts, armor, crafts/totems, etc. [[User:Tofof|Tofof]] 04:11, 3 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Source code / duplication info? ==&lt;br /&gt;
&lt;br /&gt;
How is this created? Is the source code available so I can update it? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 04:54, 20 December 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Workshop&amp;diff=212849</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Workshop&amp;diff=212849"/>
		<updated>2014-12-19T20:53:07Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Added summation of workshops by tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|13:14, 20 April 2013 (UTC)}}{{av}}&lt;br /&gt;
[[Image:DFflowchart.png|thumb|200px|'''Production flowchart for most workshops'''.&amp;lt;br /&amp;gt; Not all items are represented!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
&lt;br /&gt;
'''Workshops''' are where materials are processed by dwarves into more valuable or useful items. There are a total of 31 workshops: 14 first tier, 11 second tier and 6 third tier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Anything that is created, refined, cooked, altered, or decorated, or generally &amp;quot;produced&amp;quot; is processed at a workshop. There are many different types of workshops, for different purposes and different finished products. Just as they have specific products associated with them, they have specific labors that are required by dwarves to build them or to work there, and dwarves with more of the appropriate skill tend to produce higher [[quality]] objects*, and/or produce them faster.&lt;br /&gt;
&lt;br /&gt;
(* If the finished product has any quality modifiers - not all do. Processed milk is just [[cheese]], a [[stone]] block is just a stone [[block]], and a tanned hide is just [[leather]], etc.)&lt;br /&gt;
&lt;br /&gt;
You can use [[manager#Setting_workshop_profiles|workshop profiles]] to restrict the use of individual workshops to named dwarves, or to dwarves with specified minimum and maximum levels of skill.&lt;br /&gt;
&lt;br /&gt;
Almost all workshops measure 3 tiles square, 3x3, but a few are 5x5, or even a single tile. Not all squares of all workshops are passable, in fact some, like the jewelry workshop, have three [[impassable tile]]s down one side. These squares appear a dark green color during initial placement. Be careful not to block access when building.&lt;br /&gt;
&lt;br /&gt;
===Operation===&lt;br /&gt;
&lt;br /&gt;
When there are items ordered at a workshop, the workshop will generate item creation jobs until it finds a suitable dwarf with appropriate labors (and skill level and so on if those are set in the workshop orders). When the dwarf is found, an A will appear next to the job in the workshop queue, and the following will happen:&lt;br /&gt;
&lt;br /&gt;
# The dwarf comes to the workshop.&lt;br /&gt;
# The dwarf finds a suitable nearby raw material. (if any stockpiles are set to {K|g}ive to the workshop, only linked stockpiles will be looked in!)&lt;br /&gt;
# The dwarf fetches all the necessary ingredients and brings them to the workshop.&lt;br /&gt;
# The dwarf labors in the workshop for a while and creates the item.&lt;br /&gt;
# The dwarf brings the finished item to the nearest suitable stockpile. (see #2 for linked stockpiles)&lt;br /&gt;
# At this point the workshop goes to the next queued item, and starts looking for a suitable dwarf again - it's most probable that the dwarf who just finished the item is nearby and will be recruited again for another job.&lt;br /&gt;
&lt;br /&gt;
If you have no [[stockpile]]s to put finished objects in, workshops will become [[clutter]]ed. You can see the clutter by checking the contents of the workshop with {K|t}. The more items there are, the longer tasks will take.&lt;br /&gt;
&lt;br /&gt;
If you have only one dwarf with the appropriate labors, and the task of fetching items takes a long time because the stockpiles are far away, then he will execute far fewer jobs before it's time for a break. If you have many dwarfs, then recruitment of another one will waste time since he is far away. Therefore, in either situation, it's in your interest to put the stockpiles as close as possible to the workshop.&lt;br /&gt;
&lt;br /&gt;
==Tier System==&lt;br /&gt;
&lt;br /&gt;
The tier system was developed to help understand how far removed a workshop is from the basic raw materials that can be found throughout your average map. A Tier-1 workshop processes raw materials directly; a Tier-2 workshop processes the output of a Tier-1 workshop (but may also include new raw materials); and a Tier-3 workshop processes the output of a Tier-2 workshop (but may also include inputs from lower levels) Note that containers (cloth and leather bags) are considered Tier 1 materials even though they are produced at a higher tier. This is because these items are reusable; your dwarves will not need to create a new bag each time they want to mill some flour. In some cases, a workshop may fit into multiple tiers, (ex. [[Mechanic's workshop]]).  In these cases, the workshop is listed in the lowest applicable tier for its primary purpose.&lt;br /&gt;
&lt;br /&gt;
Tier 1 workshops use Tier 0 materials (animals, ore, wood, plants, bone, etc.).&lt;br /&gt;
&lt;br /&gt;
Tier 2 workshops use Tier 1 materials (processed Tier 0 materials) and possibly Tier 0 materials.&lt;br /&gt;
&lt;br /&gt;
Tier 3 workshops use Tier 2 materials (processed Tier 1 materials) and possibly Tier 0 and/or Tier 1 materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Workshops===&lt;br /&gt;
*{{K|b}} [[Bowyer's workshop]]:&lt;br /&gt;
**Uses Tier 0 material: [[Wood]]&lt;br /&gt;
**Can also use higher-tier material: [[Bone]] &lt;br /&gt;
**Produces Tier 1 Weapon: [[Crossbow]]&lt;br /&gt;
*{{K|c}} [[Carpenter's workshop]]:  Uses wood from trees to produce various goods.&lt;br /&gt;
**Uses Tier 0 materials: [[Wood]]&lt;br /&gt;
**Produces Tier 1 materials: &lt;br /&gt;
***Armor: [[Buckler]], [[Shield]]&lt;br /&gt;
***Weapons: [[Training weapon|Training Axes]], [[Training weapon|Training Swords]], [[Training weapon|Training Spears]]&lt;br /&gt;
***Containers: [[Barrel]], [[Bin]], [[Bucket]], [[Casket]]&lt;br /&gt;
***Building Materials: [[Block]], [[Grate]], [[Pipe section]]&lt;br /&gt;
***Furniture: [[Bed]], [[Chair]], [[Table]], [[Cabinet]], [[Chest]], [[Armor stand]], [[Weapon rack]]&lt;br /&gt;
***Furniture: [[Door]], [[Floodgate]], [[Hatch cover]]&lt;br /&gt;
***Trap Components: [[Cage]], [[Enormous corkscrew]], [[Menacing spike]], [[Spiked ball]]&lt;br /&gt;
***Finished Goods: [[Crutch]], [[Splint]]&lt;br /&gt;
***Tools: [[Animal trap]]&lt;br /&gt;
*{{K|j}} [[Jeweler's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: Rough [[gem]]&lt;br /&gt;
**Can also use higher-tier items: Cut [[gem]]s, Encrustable objects&lt;br /&gt;
**Produces: Cut [[gem]], Encrusted objects&lt;br /&gt;
*{{K|m}} [[Mason's workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Stone]]&lt;br /&gt;
**Produces Tier 1 Items: [[Armor stand]], [[Block]], [[Throne]], [[Coffin]], [[Door]], [[Floodgate]], [[Hatch cover]], [[Grate]], [[Cabinet]], [[Coffer]], [[Statue]], [[Table]], [[Weapon rack]], [[Quern]], [[Millstone]], [[Slab]]&lt;br /&gt;
*{{K|u}} [[Butcher's shop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Tame animals]], Corpses of untamed non-sentient animals&lt;br /&gt;
**Produces Tier 1 Items: [[Skin]], [[Fat]], [[Meat]], [[Bone]], [[Prepared organs]], [[Skull]], [[Scale]], [[Hoof]], [[Ivory]], [[Tooth]]&lt;br /&gt;
*{{K|t}} [[Mechanic's workshop]]:&lt;br /&gt;
**Uses Tier 0-1 Items: [[Stone]], [[Table]], [[Rope]]&lt;br /&gt;
**Produces Tier 1 Item: [[Mechanism]]&lt;br /&gt;
**Produces Tier 3 Item: [[Traction bench]]&lt;br /&gt;
*{{K|w}} [[Farmer's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[crop]], [[Animal]]&lt;br /&gt;
**Can use Tier 1 Reusable Items: [[Container|Bags, barrels, vials]], [[Bucket]]s&lt;br /&gt;
**Produces Tier 1 Items: [[Pig tail]] or [[Rope reed]] [[thread]], [[Quarry bush]] leaves, [[Dwarven syrup]], Plant [[extracts]], [[Milk]], [[Cheese]]&lt;br /&gt;
*{{K|h}} [[Fishery]]:&lt;br /&gt;
**Uses Tier 0 Items: Raw [[fish]]&lt;br /&gt;
**Produces Tier 1 Items: [[Meat|Fish meat]], [[Shell]]s, [[Captured live fish]]&lt;br /&gt;
*{{K|r}} [[Craftsdwarf's workshop]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Stone]], [[Wood]]&lt;br /&gt;
**Can also use higher-tier items: [[Bone]], [[Shell]], [[Ivory]], [[Tooth]], [[Horn]], [[Pearl]], [[Cloth]], [[Leather]], [[Slab]]s&lt;br /&gt;
**Produces: [[Finished goods]], [[Pot]]s, [[Jug]]s, [[Tool]]s, [[Memorial]]s&lt;br /&gt;
*{{K|s}} [[Siege workshop]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Can also use higher-tier item: [[Ballista arrowhead]]&lt;br /&gt;
**Produces: [[Catapult]] parts, [[Ballista]] parts, [[Ballista arrow]]s&lt;br /&gt;
*[[Wood furnace]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Wood]]&lt;br /&gt;
**Produces: Fuel ([[Charcoal]]), [[Ash]]&lt;br /&gt;
* [[Magma smelter]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: Fuel ([[Charcoal]], [[Coke]]), [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Metal]] [[bar]]s, [[Coke]]&lt;br /&gt;
* [[Magma kiln]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]&lt;br /&gt;
**Can also use higher-tier items: [[Ash]], [[Potash]]&lt;br /&gt;
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items&lt;br /&gt;
* [[Magma glass furnace]]: (Requires [[magma]] access)&lt;br /&gt;
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]&lt;br /&gt;
**Can also use higher-tier item: [[Pearlash]]&lt;br /&gt;
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Workshops===&lt;br /&gt;
*{{K|n}} [[Tanner's shop]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Skin|Hide]]&lt;br /&gt;
**Produces Tier 2 Item: [[Leather]]&lt;br /&gt;
*{{K|o}} [[Loom]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Adamantine]] strands, [[Cave spider]] [[silk]] [[Cloth|thread]], [[Giant cave spider]] [[silk]] [[Cloth|thread]], [[Phantom spider]] [[silk]] [[Cloth|thread]], [[Pig tail]] [[Cloth|thread]], [[Rope reed]] [[Cloth|thread]]&lt;br /&gt;
**Produces: [[Cloth]]&lt;br /&gt;
*{{K|l}} [[Still]]:&lt;br /&gt;
**Uses Tier 0 Item: [[Alcohol#Brewable plants|Brewable Plant]]&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[Barrel]]&lt;br /&gt;
**Produces: [[Drink]]&lt;br /&gt;
*{{K|y}} [[Ashery]]:&lt;br /&gt;
**Uses Tier 1 Item: [[Ash]]&lt;br /&gt;
**Can use Tier 1 Reusable Item: [[Bucket]]&lt;br /&gt;
**Produces Tier 2 Items: [[Lye]], [[Potash]]&lt;br /&gt;
*{{K|z}} [[Kitchen]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Meat|Fish]], [[Meat]], [[Cheese]], [[Dwarven syrup]], [[Milk]], [[Prepared organs]], [[Fat]] &lt;br /&gt;
**Can also use lower-tier items: [[Plants]], [[Seed]]s, [[Egg]]s&lt;br /&gt;
**Can also use higher-tier items: [[Alcohol]], [[Dwarven sugar]], [[Flour]], [[Tallow]]&lt;br /&gt;
**Produces: [[Food|Prepared meals]], [[Tallow]]&lt;br /&gt;
*{{K|p}} [[Screw press]]:&lt;br /&gt;
**Uses Tier 1 Items: [[Honeycomb]]&lt;br /&gt;
**Uses Tier 1 Reusable item: [[Jug]]&lt;br /&gt;
**Can also use higher-tier item: [[rock nut|Rock nut paste]]&lt;br /&gt;
**Produces: [[Honey]], [[Wax]], [[rock nut|Rock nut press cake]], [[rock nut|Rock nut oil]]&lt;br /&gt;
* [[Smelter]]:&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 0 Items: [[Coal]], [[Ore]], [[Flux]]&lt;br /&gt;
**Can also use higher-tier items: [[Metal]] [[bar]]s, scrap [[weapon]]s, [[armor]], etc.&lt;br /&gt;
**Produces: [[Coke]], [[Metal]] [[bar]]s&lt;br /&gt;
*{{K|q}} [[Quern]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Flour|Dwarven wheat flour]], [[Dwarven sugar]], [[Flour|Longland flour]], [[Whip vine flour]], [[Dimple dye]], [[Emerald dye]], [[Redroot dye]], [[Sliver dye]], [[rock nut|Rock nut paste]] &lt;br /&gt;
*{{K|M}} ({{K|Shift}}+{{K|m}}) [[Millstone]]:&lt;br /&gt;
**Requires: Mechanical Power Source ([[Water wheel]] or [[Windmill]]), and a Millstone (Constructed at [[Mason's workshop]])&lt;br /&gt;
**Uses Tier 0 Items: [[Blade weed]], [[Cave wheat]], [[Dimple cup]], [[Hide root]], [[Longland grass]], [[Sliver barb]], [[Sweet pod]], [[Whip vine]], [[Rock nut]]s&lt;br /&gt;
**Uses Tier 1 Reusable Item: [[bag]]&lt;br /&gt;
**Produces: [[Emerald dye]], [[Flour|Dwarven wheat flour]], [[Dimple dye]], [[Redroot dye]], [[Flour|Longland flour]], [[Sliver dye]], [[Dwarven sugar]], [[Whip vine flour]], [[rock nut|Rock nut paste]]&lt;br /&gt;
* [[Kiln]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Gypsum]], [[Alabaster]], [[Selenite]], [[Satinspar]], [[Kaolinite]], [[Clay]], [[Silty clay]], [[Sandy clay]], [[Clay loam]], [[Fire clay]], [[Cassiterite]]&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]]), [[Ash]], [[Potash]]&lt;br /&gt;
**Produces: [[Pearlash]], [[Gypsum plaster]], [[Ceramic]]s ([[Jug]], [[Block|Bricks]], [[Statue]], [[Large pot]], [[Craft]]s, [[Hive]]), [[Glaze]]d items&lt;br /&gt;
* [[Glass furnace]]:&lt;br /&gt;
**Uses Tier 0 Items: [[Sand]] [[bag]], Raw [[rock crystal]]&lt;br /&gt;
**Uses Tier 1 Items: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 2 Item: [[Pearlash]]&lt;br /&gt;
**Produces: Raw crystal/clear/green [[glass]], [[Block]]s, [[Vial]]s, [[Toy]]s, [[Instrument]]s, [[Goblet]]s, [[Trap]] [[weapons]], [[Window]]s, [[Furniture]]&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Workshops===&lt;br /&gt;
*{{K|e}} [[Leather works]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Leather]]&lt;br /&gt;
**Produces: [[Leather]] [[Clothing]], [[Leather]] [[Armor]], [[Leather]] [[Shield]], [[Leather]] [[Quiver]], [[Leather]] [[Bag]], [[Leather]] [[Backpack]], [[Leather]] [[Waterskin]], [[Decoration|Leather Images]] (decoration)&lt;br /&gt;
*{{K|d}} [[Dyer's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Dye]], [[Cloth]] &lt;br /&gt;
**Can also use lower-tier item: [[Thread]]&lt;br /&gt;
**Produces: Dyed [[Thread]], Dyed [[Cloth]]&lt;br /&gt;
*{{K|k}} [[Clothier's shop]]:&lt;br /&gt;
**Uses Tier 2 Item: [[Cloth]]&lt;br /&gt;
**Can also use higher-tier item: Dyed [[Cloth]]&lt;br /&gt;
**Produces: [[Backpack]], [[Bag]], [[Clothing]], [[Quiver]], [[Rope]]&lt;br /&gt;
*{{K|f}} [[Metalsmith's forge]]:&lt;br /&gt;
**Uses Tier 1 Item: Fuel ([[Charcoal]], [[Coke]])&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bars]]&lt;br /&gt;
**Produces: [[weapon]]s, [[trap]] components, [[bolts]], [[ballista arrowhead|ballista arrowheads]], [[armor]], [[chain|chains]], [[craft|crafts]], [[coins]], [[goblet|goblets]], [[stud|studding]], [[anvil]]s, [[block]]s, [[furniture]], animal traps and mechanisms.&lt;br /&gt;
*{{k|v}} [[Magma forge]] (requires [[magma]] access):&lt;br /&gt;
**Uses Tier 2 Item: [[Metal]] [[bar]]s&lt;br /&gt;
**Produces: [[Armor]], [[Weapon]], [[Chain]], [[Crafts]], [[Furniture]]&lt;br /&gt;
*{{K|S}} ({{K|Shift}}+{{K|s}}) [[Soap maker's workshop]]:&lt;br /&gt;
**Uses Tier 2 Items: [[Tallow]], [[Lye]]&lt;br /&gt;
**Can also use higher-tier item: [[Rock nut oil]]&lt;br /&gt;
**Produces: [[Soap]]&lt;br /&gt;
&lt;br /&gt;
Note that some specific products can be higher-tier than indicated above. For example, production of [[Steel]] weapons requires: producing [[Coke|fuel]], producing [[Iron]] [[bar]]s, producing [[pig iron]] bars, producing [[steel]] bars, then finally forging weapons (a Tier-5 process).&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
As your fortress continues to grow and diversify, it becomes increasingly difficult to keep your workshops fruitfully busy without causing overproduction or underproduction or depleting your resources. Though no process can be truly automated, there are a few tricks to keeping your workshops productive.&lt;br /&gt;
&lt;br /&gt;
===Standing orders===&lt;br /&gt;
[[Standing orders]] provide a rudimentary form of automation for some specific workshops in Dwarf Fortress. Certain goods or materials are only useful for one thing, having no other use and requiring refinement before they can be made into something useful. Thus, standing orders automate certain tasks, queuing them up whenever input materials are available; this behavior may be configured in the &amp;quot;set workshop orders&amp;quot; menu ({{k|o}} - {{k|W}}). Note that this rudimentary automation performs poorly with multiple workshops, often queuing dwarves to carry the materials to the farthest available workshop. &lt;br /&gt;
* The [[Tanner's shop]] will automatically enqueue &amp;quot;{{k|t}}an a hide&amp;quot; whenever a hide becomes available, generally as a [[butcher's shop|butchering]] product. The shop has no other function, and hides have no other use and will [[rot]] if left untreated; thus you can build a tanner's shop (preferably close to your butcher and refuse stockpile), make sure some dwarves have [[tanning]] enabled, and then leave it untouched for the duration of the game.&lt;br /&gt;
* Similarly, the [[loom]]'s function is to collect [[web]]s and turn silk, plant thread, and yarn, into usable cloth. All [[weaving]] jobs are automated. However, it can be beneficial to build an additional loom near the caverns specifically for web collection, and assign a profile that keeps your legendary weaver safe making high-quality cloth in the fortress proper. Unfortunately, the automation process cannot adapt to such an arrangement, but the automatic jobs can be suspended to prevent undesirable assignments.&lt;br /&gt;
* A [[fishery]] will have &amp;quot;Process a live fish&amp;quot; automation enabled by default. Uncooked fish cannot be eaten as they are, and must be processed before being edible. Additionally, raw fish will [[rot]] if not processed quickly, and have no other uses. Fishery automation, with one or more dedicated [[fish cleaner]]s, is recommended.&lt;br /&gt;
* When an animal is marked for slaughter or a butcherable corpse is nearby, &amp;quot;Butcher a dead animal&amp;quot; is added to a butchery automatically; a [[butcher]] will process the corpse into various [[meat]]s and [[material]]s. Butcherable corpses have no other use, and will [[rot]] if not processed quickly.&lt;br /&gt;
* The [[Kitchen]] includes automation for [[tallow|rendering fat into tallow]]. The resulting tallow is useful for making [[soap]] and as a low-value &amp;quot;solid&amp;quot; cooking ingredient, however you will likely end up with an overabundance of tallow. Since the original fat apparently doesn't rot, and the rendering job is slow and tends to distract your head cook when he should be cooking the quickly-expiring meat instead, it is often more convenient to disable the automatic rendering and manually queue the job (on an auxiliary kitchen) if you somehow run low on tallow.&lt;br /&gt;
&lt;br /&gt;
===Repetition===&lt;br /&gt;
You can queue up to ten tasks in any workshop, and tell the dwarves to repeat any or all of them for as long as possible. This is most useful if you want to process all of a resource that you have into something usable (such as [[lye]] and [[tallow]] into [[soap]]), but don't know how much you have, or can't be bothered with exact numbers. If you want to keep a workshop busy, repeating a task for a period of time is the best way; most fledgling fortresses have craftdwarves making stone crafts 24/7. It is necessary to check back on your stocks every one in a while, however, as you might forget about your mason for a while and upon placing furniture discover that you have 99 doors but no tables. The easiest example would be gem cutting; just queue up all of the gems you've dug up on repeat, and use the cancellation messages to monitor progress through the stack. Note that if you place multiple jobs on repeat your dwarves will cycle through them, so you can have your mason make doors, cabinets, coffers, tables, and thrones (the &amp;quot;welcome to the fortress&amp;quot; package) in equally large numbers. &lt;br /&gt;
&lt;br /&gt;
===Manager===&lt;br /&gt;
Appointing a [[manager]] [[noble]] allows you to queue work orders using the job manager interface, though your manager will need time to approve work orders before production begins. Using the job manager interface has two major advantages. Firstly, it allows you to produce an exact number of items as opposed to putting a workshop on repeat, and secondly, it allows easier management of complex tasks: although you will get cancellation spam, the tasks will simply re-queue, to be fulfilled as soon as the prerequisites are in order. This makes complicated processes, such as the production of twenty steel breastplates for your military, much simpler and less time-consuming. You will be notified when your work orders are completed, so it has the advantage of timely organization as well.&lt;br /&gt;
&lt;br /&gt;
===Workflow===&lt;br /&gt;
Finally, for those who find the other automation options lacking, the [[Utility:DFHack|dfhack]] &amp;quot;workflow&amp;quot; plug-in allows for automated job processing for many applications (e.g. auto process plants, auto mill plants, auto brew, auto make soap, etc.). Unfortunately, setting up the necessary rules can require some trial and error and a considerable investment of time, but the results can be well worth the trouble, at least until comprehensive automation support is added to the game itself.&lt;br /&gt;
&lt;br /&gt;
{{workshops}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave&amp;diff=191467</id>
		<title>v0.34:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave&amp;diff=191467"/>
		<updated>2013-08-13T23:52:51Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Copied from DF2012:Advanced_world_generation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into [[caverns]]; they may also lack any passages or, more rarely, entrances into the mound itself.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress Mode, you can choose whether or not to make caves visible on the [[embark]] screen when you [[World generation|design]] the world you will play in. The default option for '''Make Caves Visible''' is set to No. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.&lt;br /&gt;
&lt;br /&gt;
Caves are sometimes home to named creatures and semimegabeasts such as [[ettin]]s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature). [[Dragon]]s are known to hoard jewelry; [[ettin]]s and [[giant]]s hoard jewelry, food, and booze.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]] (as of v0.31.17), caves can sometimes be found by repeatedly asking an NPC about the surroundings.  They're the only way of entering the [[cavern|underworld]] in adventure mode (besides visiting an [[abandon|abandoned fortress]] which has an entrance to a cavern); if NPCs in one region don't tell you about any caves, move to another region and try again.&lt;br /&gt;
&lt;br /&gt;
Before v0.31.17{{verify}}, caves could be found by asking for quests and would often contain many stolen crafts, which could be sold at shops.&lt;br /&gt;
&lt;br /&gt;
Sometimes, if you want to make artificial caves, you need to discover a cave for the moss to start to grow. that includes the trees and herbs, an example is if you find cave layer 1, and you find cave layer 3, you wont get any plants from the second layer growing in artificial caves.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=191409</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=191409"/>
		<updated>2013-08-11T11:45:30Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* 'Heavily' and 'VERY WELL' guarded dwarven merchants? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goblin Caravans?==&lt;br /&gt;
this article is conflicted, in 1 place it says goblin caravans arrive in the winter, another says they arrive every season. can someone confirm which is right?&lt;br /&gt;
&lt;br /&gt;
I believe this is old information.  In 31.xx I had seen a fort get a goblin caravan once, but never again.&lt;br /&gt;
[[User:Nshapter|Nshapter]] ([[User talk:Nshapter|talk]]) 00:07, 16 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
I apologize if this is in the wrong place, it just seemed like the most valid area to put it.&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;br /&gt;
&lt;br /&gt;
:You should probably put this on the forums (http://www.bay12forums.com/smf/index.php?board=2.0) as well, not that many people will read it here. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 14:35, 17 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchants are a bit paranoid... ? ==&lt;br /&gt;
&lt;br /&gt;
The trade depot needs to be accessible to the map border for the entire time the caravan is there. If this stops being the case the merchants will stop trading and want to leave.&lt;br /&gt;
&lt;br /&gt;
Not sure if this is already on the page somewhere; I couldn't find it. Found out when I thought it would be a good idea to raise my drawbridge to keep them safe :( -[[Special:Contributions/87.113.162.103|87.113.162.103]] 14:33, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No items? ==&lt;br /&gt;
&lt;br /&gt;
Do traders sometimes bring no items?&lt;br /&gt;
&lt;br /&gt;
I have Elf merchants at the trade Depot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Tosace: Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tosace seems willing to trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thonosanera&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[...no items...]'''&amp;quot; - Depot trade screen&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What's up? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 23:51, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Heavily' and 'VERY WELL' guarded dwarven merchants? ==&lt;br /&gt;
&lt;br /&gt;
I consider both of these very vague.&lt;br /&gt;
&lt;br /&gt;
How many guards do dwarven merchants have (maximum / minimum)? What equipment do they use? Can they have armour from material which isn't available to your civilisation? Can they have superior quality items?&lt;br /&gt;
&lt;br /&gt;
Do these vary depending on:&lt;br /&gt;
* your fortress wealth&lt;br /&gt;
* the wealth of the civilisation&lt;br /&gt;
* the value of the merchants goods&lt;br /&gt;
* amount of savagery/evilness on the map&lt;br /&gt;
* or other factors?&lt;br /&gt;
&lt;br /&gt;
Probably not all of this information is known without further SCIENCE! - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 11:45, 11 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=191387</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=191387"/>
		<updated>2013-08-10T11:54:55Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Dwarves */ vague statement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a [[Trade depot]] is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the [[Trade depot]] article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting trader has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
&lt;br /&gt;
With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you establish your hospital at the moment the first elven caravan arrives, or if you add the first coffers to it, your dwarves will take all of the cloth and thread they can carry off of the elves.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes..&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
** On a similar note, if you have sold a large number of low value goods (such as all the loincloths and cloaks scrounged from a siege,) it can take a caravan ''months'' to pack it all up, to the point where they're still on the depot when the next one comes. An incoming caravan can occupy the same depot and trade with you, but if they both try to go through your entry tunnel at the same time they will become permanently gridlocked against each other. &lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot (possibly months if he is &amp;quot;[[on break]]&amp;quot;). Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves, and winter for goblins. It is rare for your civilization to be on peaceful terms with goblins, however. In the first year, only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are [[extinct]].{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering an obstacle will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
&lt;br /&gt;
If a caravan has a lot of junk to load up, it can take a while (&amp;gt;=2 months), however another caravan can unload and trade while the first one is still packing.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is VERY WELL guarded. &amp;lt;sup&amp;gt;[vague, more info?]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* unguarded&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Diplomats ==&lt;br /&gt;
[[Diplomat]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left). Diplomats generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a diplomat may allow you to request specific items for the next caravan to bring (at a premium price), take requests for production for the next caravan (for which the merchants will pay a premium), or sign a cease-fire to end hostilities.&lt;br /&gt;
&lt;br /&gt;
Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a diplomat of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}} &lt;br /&gt;
&lt;br /&gt;
An unhappy diplomat will naturally prevent you from creating trade agreements and ending hostilities, however it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Aggressive, untrainable animals (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*One outgoing trade caravan can run into another incoming trade caravan, leading to them getting stuck in the entrance to your fortress, wagons breaking, trade failing, and other problems. Rarely, this can even happen out in the open, when they are surrounded by plenty of space to maneuver. {{Bug|5687}}&lt;br /&gt;
*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
*If you order your military to kill merchants from your own civilization, a bizarre result of the the way loyalty is handled makes the members of your military who attacked the traders to become enemies of your civilization, but members of your fort's government (Dwarves of this Faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do NOT follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ AND fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
Dwarves from these different &amp;quot;factions&amp;quot; will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Tame Animals are loyal to civ and fort indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Be advised that if one of your dwarves turns into a [[werebeast]] and you send your military to kill him while shapeshifted, failing to kill (and allowing the dwarf to revert back to normal) may cause a loyalty cascade.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ice&amp;diff=191306</id>
		<title>v0.34:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ice&amp;diff=191306"/>
		<updated>2013-08-07T17:11:23Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Replaced 'inside a fortress' with 'below ground'. (which may be coincidentally inside your fortress). 'inside' tiles _can_ freeze water.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|14:17, 23 July 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
'''Ice''' appears as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as [[Subterranean|below ground]]), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build [[construction|constructions]] out of ice, even under ground (provided your dwarves move quickly enough to finish construction before the ice melts). These constructions are then stable even as temperature rises. Pillars of ice walls can even be built within rooms that are later flooded with [[magma]] (though the walls become &amp;quot;warm&amp;quot;, they will not melt).&lt;br /&gt;
&lt;br /&gt;
Attempts to build [[workshop|workshops]], paved roads, or other non-construction [[building|buildings]] out of ice will usually result in the ice melting immediately, a message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. The exception is when building in a glacier environment the construction can be completed. In winter in temperate to cold environments, it is also possible to build these; however, they will melt when the usual ice also melts.&lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft.  It's not possible to create doors, hatches, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water&amp;quot;.  It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile.  Ice can be moved by [[dump]]ing it. When an ice boulder melts under ground, it becomes an item named &amp;quot;water&amp;quot;, but it differs from regular water: it has no liquid level, does not leave mud when it evaporates, and dwarves eventually remove it with &amp;quot;clean&amp;quot; job. Melted ice is of no value as a water source.&lt;br /&gt;
&lt;br /&gt;
A block of ice is worth 3☼ if traded, and weighs 92Γ.&lt;br /&gt;
&lt;br /&gt;
== Observations on constructing with ice ==&lt;br /&gt;
&lt;br /&gt;
You only get 1 fill pond job per pond zone, so it works best to make many of them, such as a series of 10x1 zones. Once the pond zone is finished, you will start getting notifications that they cannot fill the pond. At this point, you can just delete the zone and the fill pond job goes away on its own.&lt;br /&gt;
&lt;br /&gt;
It takes 2 buckets to make a tile of solid ice. The first bucket makes an ice floor, while the second bucket makes the ice wall on the level below.&lt;br /&gt;
&lt;br /&gt;
Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.&lt;br /&gt;
&lt;br /&gt;
Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice. It's really not an issue unless the bucket is dropped and left outside. If the water in the bucket does freeze, just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone.&lt;br /&gt;
&lt;br /&gt;
Put your bucket stockpile right next to water source and produce a large number of buckets to ensure there is always another bucket to be filled.&lt;br /&gt;
&lt;br /&gt;
You can cast ice over a ledge. First the ice floor and then the ice wall is cast at the Z-level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z-level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.&lt;br /&gt;
&lt;br /&gt;
You can cast ice walls right to the edge of the map. Effects on creatures spawning there is unknown, currently undergoing testing.&lt;br /&gt;
&lt;br /&gt;
== Thawing and drowning ==&lt;br /&gt;
In fortress mode, if a frozen [[murky pool]] thaws, it will do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better [[swimming]] skill, the fall will [[status icon|stun]] them).  To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to [[fish]] from it, you can [[construction|construct]] a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt the ice. This appears to be the best way to turn large amounts of ice into water to use as a water source when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the smooth stone and carve fortification designations work as normal with ice. However, if an [[aquifer]] or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;br /&gt;
&lt;br /&gt;
The freezing/thawing of ice deconstructs anything occupying the same space as the block of ice, including floor hatches, grates and wells built over it.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
If a structure is supported by ice which then melts seasonally, the game does not check to see if the structure should collapse, resulting in a building hovering over the now-melted ice.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Map tiles}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mechanical_logic&amp;diff=191280</id>
		<title>v0.34:Mechanical logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mechanical_logic&amp;diff=191280"/>
		<updated>2013-08-05T16:21:55Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Load based */ Wierd wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:47, 30 April 2013 (UTC)}}&lt;br /&gt;
{{Computing}}&lt;br /&gt;
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* WORKING IN PROGRESS !!! *&lt;br /&gt;
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{{av}}&lt;br /&gt;
&lt;br /&gt;
Mechanical logic is one discipline of [[computing]] using mechanical [[power]] to perform logical operations. In this case powered or unpowered [[machine component|machine components]] represent the binary information.&lt;br /&gt;
&lt;br /&gt;
The principles of mechanical logic are simple. [[Gear assembly|Gear assemblies]] linked to [[lever]]s or [[pressure plate]]s will be toggled between disengaged and engaged when they receive an on/off signal. In this manner, you can conditionally attach power supply from [[windmill]]s or [[water wheel]]s to specially arranged gears to build logic gates.&lt;br /&gt;
&lt;br /&gt;
== Mechanical logic versus fluid logic ==&lt;br /&gt;
* Mechanical logic is very fast. Gears don't have a reaction delay of 100 steps like most other components used by [[fluid logic]]. So if a gear is toggled the flow of power will change immediately.&lt;br /&gt;
* Mechanical logic is very flexible. Gears can toggle, so inverting signals is easy and you don't have to deal with different machine components.&lt;br /&gt;
* Mechanical logic is very reconfigurable. You don't have to deal with [[creature|creatures]] or fluid before changing anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Mechanical logic needs a substantial amount of wood to create and transmit power. (So what?)&lt;br /&gt;
* Mechanical logic still needs converters to trigger something else than machine components, either by applying [[minecart logic]] or by using [[water|fluid]]. (In previous versions, the only fluid free option was the non-mechanical [[creature logic]].)&lt;br /&gt;
* &amp;lt;s&amp;gt;Mechanical logic needs a substantial amount of mechanism.&amp;lt;/s&amp;gt; (Only if you stick to [[mechanical logic#Load based|load based mechanical logic]].)&lt;br /&gt;
&lt;br /&gt;
== General concepts ==&lt;br /&gt;
There are two general concepts. The older and inadvisable one is the so called load-based mechanical logic. The other one is the so called toggle-based mechanical logic.&lt;br /&gt;
&lt;br /&gt;
=== Load based ===&lt;br /&gt;
Load based mechanical logic uses single logic gates with a defined amount of power. They have an additional amount of load in terms of mechanism or other machine components, consuming all of the power if connected. The gates are designed in a way that the load is disconnected while the output is true, and connected while the output is false. Every logic gate has to have its own power supply. Compact complex logic gates are impossible to design.&lt;br /&gt;
&lt;br /&gt;
=== Toggle based ===&lt;br /&gt;
Toggle based mechanical logic works more like [[fluid logic]], not controlling the flow of fluid but the flow of power. It uses the fact that gears don't have a defined state when receiving an on or an off signal, but toggle between connected and disengaged, independent of the type of signal. It normally uses a central power supply. It is quite easy to create very complex gates with multiple output signals such as, for example, a binary to decimal converter.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
The first example shows a load based XOR gate. It takes input signals from two different triggers. It's output gear (&amp;lt;span style=&amp;quot;color:#FFFF44&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt;) is powered when exactly one of the two input triggers is on and the other one is off. This is done as follows:&amp;lt;br /&amp;gt;The power will be connected to the gear with the &amp;lt;span style=&amp;quot;color:#44FF44&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt; (from the bottom of the diagram or another z-level). One input is linked to gear &amp;lt;span style=&amp;quot;color:#FF44FF&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt; the other to gear &amp;lt;span style=&amp;quot;color:#FF44FF&amp;quot;&amp;gt;2&amp;lt;/span&amp;gt;. This way power will flow from &amp;lt;span style=&amp;quot;color:#44FF44&amp;quot;&amp;gt;P&amp;lt;/span&amp;gt; to &amp;lt;span style=&amp;quot;color:#FFFF44&amp;quot;&amp;gt;O&amp;lt;/span&amp;gt; if either one of the input signals is off. Additionally both inputs are linked to gear &amp;lt;span style=&amp;quot;color:#FF44FF&amp;quot;&amp;gt;3&amp;lt;/span&amp;gt;, that is connected to the load &amp;lt;span style=&amp;quot;color:#FF4444&amp;quot;&amp;gt;L&amp;lt;/span&amp;gt;. Since gears toggle the gear will be active if both signals where off (or on), and the load will stop any flow of power then. You can build this on top of a [[Mechanical logic#Power to signal converter|power to signal converter]] as shown on this page.&amp;lt;br /&amp;gt;As you can see you will need many mechanisms to build this gate. 5 for the gears, 8 to connect to the input in addition to all the components needed for the converter and the load.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''load based XOR'''&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;A toggle based XOR gate looks much simpler:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''toggle based XOR'''&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
In stark contrast to the load-based XOR, you'll need only one gear. This is how it works:&amp;lt;br /&amp;gt;Connect it to your source of power, and link it to one of your input triggers. Build a temporary lever anywhere and connect it, too. Pull the lever once. You can deconstruct the temporary lever now. Now the gear is disengaged, and you link the second input trigger to it. Since gears toggle, every time your trigger changes state and sends a signal the gear will change state. Initially both triggers are off, and the gear is disengaged. When one trigger changes state, it will activate the gear. Independent of which trigger changes next, both will have the same state afterwards, and the gear will be disengaged again. So the gear will transport power when both input triggers are at different state: XOR. You can build this on top of a [[Mechanical logic#Power to signal converter|power to signal converter]] as shown on this page.&amp;lt;br /&amp;gt;As you can see, you won't need many mechanisms to build this gate. 1 for the gear, 4 to connect to the input and 1 will be lost after disconnecting the temporary lever (that needs 3 temporarily). And of course you will need all the components for the converter, but no load.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''toggle based XNOR'''&lt;br /&gt;
* Use a singe gear as for the XOR, but omit the temporary lever step.&lt;br /&gt;
&lt;br /&gt;
'''toggle based NOR'''&lt;br /&gt;
* Multiple gears in series, with one (and only one) input connected to each gear.  Any single ON(signal) input will produce an OFF(power) output.&lt;br /&gt;
* Can be converted to OR by adding an [[inverter]] to the output&lt;br /&gt;
* No temporary levers, so it uses fewer mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''toggle based AND'''&lt;br /&gt;
* Same as the NOR except use temporary levers to pre-toggle each input gear. For large logic arrays it is probably best to convert your Boolean equations to NOR logic, as that is the quickest simplest and least expensive (in mechanisms) to implement.  With the added benefit that all mechanisms can be recovered from gears.&lt;br /&gt;
&lt;br /&gt;
'''toggle based NAND'''&lt;br /&gt;
* A 3x1 gear assembly for each input.  Input goes to the center (signal) gear.  Power goes to either one of the other gears (the power gear), output is the other outer gear (output gear).  Can be expanded indefinitely by adding additional 3x1 arrays in parallel (i.e. 3x2 for a 2 input, 3x5 for 5 input).  The theory is that power is transmitted across all of the power gears (which are all connected to each other in parallel.  Any single signal gear which has an OFF state (gear engaged) will allow power through to the output gears.  It requires every input gear to be disengaged (ON signal) in order to produce an OFF (unpowered) output.&lt;br /&gt;
&lt;br /&gt;
'''toggle based OR'''&lt;br /&gt;
* Same as the NAND except pre-toggle each signal gear.&lt;br /&gt;
&lt;br /&gt;
== Power to signal converter ==&lt;br /&gt;
When you are dealing with mechanical logic, you'll finally want or have to trigger something else than machine components like doors or bridges. Currently, there exists no trigger in dwarf fortress that reacts on the working state of machine components, thus power on/off. So, you'll have to convert power via pressure plates, screw pumps and fluid into an on/off signal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''Z 0'''&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border-spacing:0; border-style:solid; border-width:thin; border-color:#000000;&amp;quot;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:1px; white-space:nowrap;&amp;quot;&amp;gt;&lt;br /&gt;
'''Z-1'''&lt;br /&gt;
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|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
When the pump is connected to power, it will suck water from the pressure plate and pump it to the right. The water level on the pressure plate will fall to 0. The plate can be constructed to react on 0&amp;amp;hellip;3 water. You can invert it to get an off signal instead setting it to 4&amp;amp;hellip;7. In both cases the ''off signal'' will have a delay of about 100 steps. This gate is fluid conserving.&lt;br /&gt;
&lt;br /&gt;
Since the introduction of minecarts, fluid is no longer necessary. See http://www.bay12forums.com/smf/index.php?topic=114923.0 for various designs.&lt;br /&gt;
&lt;br /&gt;
==Load based Mechanical signal-input power-output gates==&lt;br /&gt;
* These gates can be used either by adding a power -&amp;gt; link signal converter (also known as a &amp;quot;rotation sensor&amp;quot;), or directly used to control pumps, such as in other logic gates (the unsourced fluid logic gates use these, for instance). The conventional &amp;quot;rotation sensor&amp;quot; consists of a pump powered by the gate's OUTPUT gear, pumping an infinite supply of water onto a water-sensing pressure plate with an infinite drain.&lt;br /&gt;
* There are certain things important to all the gates:&lt;br /&gt;
* Each gate has an OUTPUT gear, which will be placed next to a pump which the gate will control.&lt;br /&gt;
* In diagrams, the OUTPUT gear is below the 'O' gear, connected to it by gears or vertical axles. The P indicates where you should hook power up, and L indicates where load (gears or pumps that don't have a water source) should be connected, and ¦ and - are horizontal axles. The Is are gears linked to INPUTs (some gates have one input, but most have two).&lt;br /&gt;
* Gates which incorporate a NOT will have the power network branch off from the 'O' gear, and have a train of power-draining stuff connected to the input gears, whereas gates which do not incorporate a NOT will have the power connected to the input gears instead. The principle behind normal gates is that when the INPUTs are ON, power is connected. The principle behind the NOT gates is that power is always connected, but when the INPUTs are ON, a large enough power requirement is connected to send the power requirements above the power supply, shutting down the system.&lt;br /&gt;
* If your windmills produce no power, you'll have to come up with some way to use water wheels for power instead.&lt;br /&gt;
* You should build only enough windmills (or water wheels) to power the system, and should not connect the network for one gate to another gate's network, since the load would shut everything down or nothing at all.&lt;br /&gt;
* The gates' instructions will explain how much load and power you need to have at each P and L in the more complicated gates.&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#ff0]O}}&lt;br /&gt;
| A gear which connects to your OUTPUT gear, which outputs power when the gate is producing an ON output.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#aaf]I}}&lt;br /&gt;
| A gear connected to an INPUT. In most gates you will have two Is, with each one connected to a different input.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|-}} and {{diagram|¦}}&lt;br /&gt;
| Horizontal axles&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#0f0]P}}&lt;br /&gt;
| Power goes here&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#aaf]i}}&lt;br /&gt;
| Two more gears, each connected to the two different inputs.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|[#f00]L}}&lt;br /&gt;
| a chain of gears or pumps which serve to add load to the system, generally shutting it off when connected.&lt;br /&gt;
|-&lt;br /&gt;
| {{diagram|*}}&lt;br /&gt;
| A gear which isn't linked to any inputs or outputs and just serves to connect the power or whatever.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mechanical identity gate ===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I--[#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This takes an linked input signal and converts it to power without changing it.&lt;br /&gt;
* Connected to the input gear, such that they will only be connected to the system if the input gear is receiving an ON signal, are gears with windmills on top of them. Build only enough windmills to power the devices that the gate's OUTPUT gear are connected to (and the gears/axles).&lt;br /&gt;
* When the INPUT is ON, the INPUT gear will be active, and the network will provide power to the OUTPUT. When the INPUT is OFF, it will not provide power to the OUTPUT.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NOT gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#f00]L&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* When the INPUT is ON, the INPUT gear will be active, and the network should need more power than is available. The devices connected to OUTPUT should shut down. When INPUT is OFF, the devices should have power since the INPUT gear will be disconnected.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NAND gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#aaf]I[#f00]L&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works just like the NOT gate, except that there are two inputs and both have to be active to shut down the system instead of one. Make sure you have enough power to run the system when one of the input gears is active.&lt;br /&gt;
&lt;br /&gt;
===Mechanical AND gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I[#aaf]I[#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works like the identity gate, except that there are two inputs and both have to be active for the system to get power.&lt;br /&gt;
&lt;br /&gt;
===Mechanical OR gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#ff0]O[#aaf]I&lt;br /&gt;
 [#aaf]I*[#0f0]P}}&lt;br /&gt;
&lt;br /&gt;
* This works like the identity gate, except that there are two inputs, and if either is active, the system receives power. Note that the entire power network is connected to both inputs, such that if either input is active the entire power network is powering the system.&lt;br /&gt;
&lt;br /&gt;
===Mechanical NOR gate===&lt;br /&gt;
 {{diagram|&lt;br /&gt;
 [#aaf]I*[#f00]L&lt;br /&gt;
 [#ff0]O[#aaf]I&lt;br /&gt;
 ¦&lt;br /&gt;
 ¦&lt;br /&gt;
 [#0f0]P}}&lt;br /&gt;
 &lt;br /&gt;
* This works like the NOT gate, except that there are two inputs, and if either is active, the gear train or pump stack signified by the 'L' will be connected to the system. You need to have enough load to push power requirements above the amount of power produced by the power supply, shutting the system down.&lt;br /&gt;
&lt;br /&gt;
===Mechanical XOR gate===&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#ff0]O[#aaf]I&lt;br /&gt;
[#aaf]I*-[#0f0]P&lt;br /&gt;
[#000].[#aaf]i&lt;br /&gt;
[#000].[#aaf]i&lt;br /&gt;
[#000].[#f00]L}}&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
* Except for the 'i's and 'L', this gate is identical to the OR gate. The additional components add the 'exclusive' part of the 'XOR' to the gate.&lt;br /&gt;
*The 'i's are additional gears connected to each of your inputs, and the L is additional load (large enough to stop the system, of course).&lt;br /&gt;
&lt;br /&gt;
===Mechanical XNOR gate===&lt;br /&gt;
{{diagram|&lt;br /&gt;
[#000].[#000].[#aaf]I*[#f00]L&lt;br /&gt;
[#000].[#000].[#ff0]O[#aaf]I&lt;br /&gt;
[#000].[#000].¦&lt;br /&gt;
[#0f0]P[#aaf]-*&lt;br /&gt;
[#000].[#000].[#aaf]i&lt;br /&gt;
[#000].[#000].[#aaf]i&lt;br /&gt;
[#000].[#000].[#0f0]P}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A&lt;br /&gt;
! B&lt;br /&gt;
! Drain&lt;br /&gt;
! Power&lt;br /&gt;
! Extra Power&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| 1&lt;br /&gt;
|}		 &lt;br /&gt;
&lt;br /&gt;
* The XNOR gate is an equality gate: The output is ON when both inputs are equal, and OFF when they are not equal.&lt;br /&gt;
* This gate may be '''even more complicated''' to build than the XOR gate!&lt;br /&gt;
* First, your 'i's are again gears connected to your two inputs. The extra P below them is additional power source, ideally only one windmill.&lt;br /&gt;
* Here's where it gets complicated. The load has to be sufficient to shut down the system when additional power supply is disconnected. However, when BOTH inputs are on, there needs to be enough power from additional P to bring the system back online.&lt;br /&gt;
* Thus our gate does what it is supposed to: Produce enough power to have the OUTPUT gear be ON when both A and B are either 0 or 1, but not when they are not equal.&lt;br /&gt;
&lt;br /&gt;
{{Category|Computing}}&lt;br /&gt;
{{Category|Logic}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:World_painter&amp;diff=191253</id>
		<title>v0.34 Talk:World painter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:World_painter&amp;diff=191253"/>
		<updated>2013-08-05T13:15:19Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Blank page? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Blank page? ==&lt;br /&gt;
&lt;br /&gt;
A few pages link here.&lt;br /&gt;
&lt;br /&gt;
Has the feature been removed? If so should maybe say &amp;quot;This feature has been removed from the current version&amp;quot;. If not it should at least say &amp;quot;This page is in the processes of being updated&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
I would update it myself however I am uncertain what is supposed to happen with new versions. Was the previous content supposed to be copied as is, is there a WIP template to use, etc. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 13:15, 5 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Health_care&amp;diff=191247</id>
		<title>v0.34 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Health_care&amp;diff=191247"/>
		<updated>2013-08-04T06:04:43Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Beds on a diagonal from tables / traction benches? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Possible bug ==&lt;br /&gt;
&lt;br /&gt;
My dwarves seem extremely hesitent to store materials.  Particularly pig tail fiber threaf even though it is the only thread available and it is available in large quantities.  They also ignore storing crutches and splints. They are also placing items on top of the coffers instead of in them.&lt;br /&gt;
&lt;br /&gt;
A lot of my injured dwarves don't seem to properly enter the &amp;quot;rest&amp;quot; state/job once moved to a hospital bed; instead they will just lie there, getting progressively more hungry/thirsty/weary/unhappy until death eventually claims them. [[Special:Contributions/111.69.12.2|111.69.12.2]] 05:35, 21 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clarity ==&lt;br /&gt;
It looks like there is a major contradiction on two sections of the page.  In 'Setting up' it says you don't need to place a stockpile, just put containers in the zone. Farther down in 'Tips' it says don't ever place containers in the zone because they're bugged. I don't know what to believe. [[User:Hesuchia|Hesuchia]] 19:04, 18 June 2012 (UTC)&lt;br /&gt;
:This is actually due to a fairly recent (v0.34.08) change in how much can be stored in containers, which causes them to hold a lot more than before.  Because of this, and the bug where hospitals may store way more than they are set to, it means you can now easily end up with a ton of supplies stored in your hospital.  Containers are easy to set up, and if you have plenty of supplies this isn't a problem, but if you want better control over hospital stocks you have to use stockpiles instead, though this requires more micromanagement.  In short, there isn't really a &amp;quot;best&amp;quot; way to do this now, just two different ways depending on whether you prefer &amp;quot;easy but imprecise&amp;quot; or &amp;quot;precise but requires more work&amp;quot;.  I'd clarify this myself, but I don't quite know how to describe a proper stockpile setup, since I just use the container method.  For a beginner, I'd say use the container method, but periodically check the hospital stocks to make sure they aren't too far off.   -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 21:03, 18 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf ignored by doctor and dwarves in Hospital ==&lt;br /&gt;
&lt;br /&gt;
2 marksdwarves got injured during a siege, they where both brought down to my fully stocked and geared hospital. My lone doctor fixed up one of the dwarves, but then ignored the other.&lt;br /&gt;
&lt;br /&gt;
I was able to fix this by removing the bed the patient was on (optional?) and then removing the hospital zone. Immediatly, dwarves came in to feed the guy and my doctor did his magic on him. -- [[Special:Contributions/173.176.54.9|173.176.54.9]] 18:33, 22 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reliable means of generating hospital work in 34.11 ==&lt;br /&gt;
&lt;br /&gt;
Using a pool meeting area as described in [[Swimmer]], with the lower level as such&lt;br /&gt;
&lt;br /&gt;
  ++++   - pool contines, ramp(s) at or near end&lt;br /&gt;
 ╚╦BB╦╝  - bars/grates&lt;br /&gt;
  ║/\║   -\&lt;br /&gt;
  ║\/║   - bridge (raises ↑)	&lt;br /&gt;
  ║++║&lt;br /&gt;
  ╠═+║&lt;br /&gt;
  ║▲╔╝   - ramp is needed for dwarves who pass through the bars after colliding with them&lt;br /&gt;
  ╚═╝&lt;br /&gt;
&lt;br /&gt;
results in some dwarves (approx 1/250 trips off the ledge) receiving compound fractures of fingers and toes. This gets you diagnosis, surgery, bone setting, suturing and dressing jobs for each dwarf, and none suffer impaired grasping/walking (the possibility of infection is of course present). Use a lever to control the bridge and a water source from the far end of the pool to enable/disable a supply of injured dwarves. [[Special:Contributions/69.151.56.105|69.151.56.105]] 21:06, 23 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs treated outside the hospital zone/without beds/tables (Bug?) ==&lt;br /&gt;
&lt;br /&gt;
After a fight with goblins, one of my dwarfs lay on the other side of the river. I had a functional hospital, doctors and enough &amp;quot;nurses&amp;quot; to recover him. But because there was no bridge they couldn't carry him(apparently they can't swim an carry a patient). But instead of letting him die, they brought water and food and my doctors ran across the whole map to treat him. After the last dressing he got up, swam through the river and got back to training in my barracks.&lt;br /&gt;
&lt;br /&gt;
In a different fortress an injured dwarf reached the hospital before it had beds. So he lay on the floor and was treated there even after the beds were placed.&lt;br /&gt;
&lt;br /&gt;
Did someone experience something similar? Is it a bug? I may try to recreate this but i must think of a way to injure my dwarfs first :-)&lt;br /&gt;
&lt;br /&gt;
== 8 bags?? ==&lt;br /&gt;
I am curious what's the reasoning here. My hospital has ''one'' bag and material still gets overstored - and my hospital (as far as that statement makes sense) works fine. --[[User:Old Ancient|Old Ancient]] 01:16, 31 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chief Medical Dwarf enabling the Health status screen? ==&lt;br /&gt;
&lt;br /&gt;
This article states, &amp;quot;The Chief Medical Dwarf only enables the Health status screen, so long as the CMD's Diagnosis skill is Novice or greater.&amp;quot;  However I'm sure that the second I put my dwarf with zero diagnosis ability as the CMD, I got the health status screen.  Right now, my CMD is 'dabbling' in diagnosis and I have that screen.  So the wiki seems wrong here.&lt;br /&gt;
:Same here. I was confused when I first read that too, but forgot to change it. It may be that it was the case in an earlier v0.34 version, since I can't find it in [[v0.31:Health care|the v0.31 article]]. --{{User:Lethosor/sig}} 20:16, 7 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible fix? ==&lt;br /&gt;
I think a lot of my dwarves health problems could be fixed by allowing medical jobs to be queued in the job manager.  Recover Wounded, Diagnose, Surgery, Suture, Dress Wounds, Set Bones, etc.  This would allow workarounds for several bugs, which sometimes prevent patients from getting to the hospital, and allow you to somewhat manage tirage, such as prioritizing a diagnose job for the guy who is bleeding out over the setting bone job, etc.  I've got a legendary miner at the bottom of a shaft with a broken leg, both &amp;quot;carry crutch&amp;quot; jobs were lost when I saved. --MJR  12 June 2013  ... lil guy tried again, same rock fell on him, but generated another Recover Wounded job.  So he just need to hit himself in his broken leg to get someone attention ...&lt;br /&gt;
&lt;br /&gt;
== Beds on a diagonal from tables / traction benches? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Place the tables right next to the beds, or you may get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than '''one square''' from the bed to the table wakes up the patient&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can I build my beds at diagonals from tables and traction benches (heard these are bugged also)? Or will moving diagonals 'wake' patients? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 06:04, 4 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Social_skill&amp;diff=191246</id>
		<title>v0.34 Talk:Social skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Social_skill&amp;diff=191246"/>
		<updated>2013-08-04T03:23:09Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Negotiator Page? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How close is too close? ==&lt;br /&gt;
Hey guys. I am trying to keep my dwarves from having too many friends, and laying the groundwork for too much tantrum spiral Fun. So, even though I am making many large statue gardens to spread out my idling dwarves, does anyone know how close dwarves need to be in order to train social skills? [[User:Coaldiamond|-Coaldiamond]] 19:56, 4 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Negotiator Page? ==&lt;br /&gt;
&lt;br /&gt;
I noticed the [[Negotiator]] page links back here. But all this page has about it is a link to [[Negotiator]] again. Should it have it's own page like the other social skills? What does it do? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 03:23, 4 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=191244</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=191244"/>
		<updated>2013-08-03T22:30:40Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Collision damage? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
: If useful should it not be on the page? If it is already the references should be inline on the page. If not useful no reason to list it? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:22, 3 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;br /&gt;
&lt;br /&gt;
== Rollers, power transmission ==&lt;br /&gt;
&lt;br /&gt;
If you think the statement 'rollers transfer power in the four compass directions on the same z-level' is incorrect, could you provide an example? Because i've observed the statement to be true. For example:&lt;br /&gt;
(image links)&lt;br /&gt;
http://imgur.com/Qp5PR6Q&lt;br /&gt;
this array, with a roller (on rough floor, no less) in the centre, shows these power requirements:&lt;br /&gt;
http://imgur.com/qCH6eUV&lt;br /&gt;
&lt;br /&gt;
four gear assemblies, four one-part axles, one roller. A sum of 26. They're all connected, through the roller. The observation also holds true with powered arrays: axles, gear assemblies and other rollers work when they directly touch an active roller on any of its sides.&lt;br /&gt;
&lt;br /&gt;
Edit: tried this with an older roller, and that one _wouldn't_ transmit power in the 'wrong' direction. After i ripped it out and built it anew (N-&amp;gt;S roller, offered power only through an horizontal axle from South, attached a gearbox north to show the effect; this had _not_ worked originally) the roller was active and transmitted power from the axle to the gearbox, visible 'rotation' and all. &lt;br /&gt;
&lt;br /&gt;
I've no idea what's going on, it might be an effect of the location of the original power source, build order or maybe even saving/restoring causing a roller to delete these transmission options. After saving/restoring, the south-to-north transmitting roller still works and transmits power to the gear assembly. I'll amend the article for &amp;quot;it's weird&amp;quot;, o.k.?&lt;br /&gt;
&lt;br /&gt;
:I do recall some issues with components from older versions of DF working inconsistently in v0.34.11, although I don't remember what they were. Was this &amp;quot;old&amp;quot; roller built in a different version (v0.34.08-10)? --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:51, 30 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It was a current-version fort, but i ran into varying roller connectivity again and now think it's a matter of 'build order': when a roller is constructed, it seems to check neighbouring squares for available power sources, and if only 'perpendicular' sources are available, it will only accept and transmit power in that direction. If there are (also) 'parrallel' power sources available, it will transmit power in all four directions. Building or demolishing constructions offering or demanding power after the roller has been finished appears to have no effect.&lt;br /&gt;
&lt;br /&gt;
:::It looks like you are right, something is going on, good catch. Here's my theory after a short testing: 1 tile rollers behave just like gear assemblies, they are directionless and can connect to anything in their neighboring tiles, even to the &amp;quot;invalid&amp;quot; edge of other rollers. I was able to reproduce this quirk consistently with 1 tile rollers acting as a power connection, but not with anything longer. Can you confirm this? --[[User:Fricy|Fricy]] ([[User talk:Fricy|talk]]) 09:51, 31 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Now that you mention it, yes, the one-tile rollers seem to be reliable in that respect. Well-spotted, that's half of the issue adressed actually. What's quite confusing to me is that i've built several longer rollers that transmit in both directions, but haven't yet nailed down the cause of that behaviour. Something to look into when i next end up playing with rollers. EDIT: yes, it appears to be a build order/build constellation issue. I've built an eight-length and a ten-length roller, both of which transfer power through their 'parallel' ends. The trick was building the 'connected' machinery - axles and gearboxes - _before_ building the roller. Long chains of lenghtwise-connected rollers would presumably not work, because each would require the other to be built first to give/take power. They could probably be connected through 1x1 rollers, though. It'd be grand if someone else could try this out and see if my observations can be confirmed/debunked/refined.&lt;br /&gt;
&lt;br /&gt;
== Collision damage? ==&lt;br /&gt;
&lt;br /&gt;
What effects the damage caused by minecart-creature collisions? Weight, speed, quality, angle, etc? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:30, 3 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=191243</id>
		<title>v0.34 Talk:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Minecart&amp;diff=191243"/>
		<updated>2013-08-03T22:22:18Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* References */ Confused&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== References ==&lt;br /&gt;
Check this list before removing any content. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 00:38, 17 May 2012 (UTC)&lt;br /&gt;
* adventurer can take ride in minecart [http://www.bay12forums.com/smf/index.php?topic=51245.msg3285544#msg3285544]&lt;br /&gt;
* animals ignore traffic designations [http://www.bay12forums.com/smf/index.php?topic=109460.msg3281823#msg3281823]&lt;br /&gt;
* dwarf drops baby when boarding cart [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287845#msg3287845]&lt;br /&gt;
* floors remove engraved tracks [http://www.bay12forums.com/smf/index.php?topic=109460.msg3283948#msg3283948]&lt;br /&gt;
* fluids are heavy and can kill momentum [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286633#msg3286633]&lt;br /&gt;
* guided minecarts ignore rollers [http://www.bay12forums.com/smf/index.php?topic=109460.msg3286235#msg3286235]&lt;br /&gt;
* items falling out can hurt dwarves [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284958#msg3284958]&lt;br /&gt;
* magma-filled cart doesn't harm rider [http://www.bay12forums.com/smf/index.php?topic=109460.msg3287332#msg3287332]&lt;br /&gt;
* minecarts can be stolen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3289070#msg3289070]&lt;br /&gt;
* minecarts moving fast enough can skip over water [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285528#msg3285528]&lt;br /&gt;
* minecarts have huge capacities [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284519#msg3284519][http://www.bay12forums.com/smf/index.php?topic=109460.msg3284742#msg3284742]&lt;br /&gt;
* rollers don't work if frozen [http://www.bay12forums.com/smf/index.php?topic=109460.msg3284745#msg3284745]&lt;br /&gt;
* rollers use two power per tile at highest speed [http://www.bay12forums.com/smf/index.php?topic=109460.msg3282712#msg3282712]&lt;br /&gt;
* skipping does not depend on weight [http://www.bay12forums.com/smf/index.php?topic=109460.msg3285968#msg3285968]&lt;br /&gt;
* Minecart derailment speed, Track Stop friction [http://www.bay12forums.com/smf/index.php?topic=112831.msg3508793#msg3508793]&lt;br /&gt;
&lt;br /&gt;
: If useful should it not be on the page? If it is already the references should be inline on the page. If not useful no reason to list it? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 22:22, 3 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins ==&lt;br /&gt;
Carved tracks on a section that caves in will appear on the ground where they land (destroying ramps they land on). Feature or bug?--[[User:Nimblewright|Nimblewright]] 12:34, 4 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minecart Tricks ==&lt;br /&gt;
Has anyone considered compiling a list of unusual things you can do with minecarts, like dwarven rollercoasters or traps?&lt;br /&gt;
&lt;br /&gt;
Sure. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
The Stupid Dwarf Trick using a perfectly agile soldier to create metal could be done using a cart moving back and forth on rollers.&lt;br /&gt;
&lt;br /&gt;
A clock generator using a pressure plate and a minecart can be made with on-ticks at easily adjusted intervals. Simply put a roller at either end, or, even more simply, make a loop track with a pressure plate in the middle and adjacent rollers pushing outwards. While the rollers are powered, the minecart will continue to roll back and forth on the tracks and trigger the pressure plate again and again.&lt;br /&gt;
&lt;br /&gt;
Dwarves can be flung across impassable chasms using carts; this is similar to the H.E.L.P. &lt;br /&gt;
&lt;br /&gt;
Squad cars: Have a powered system to move your military quickly to the front entrance of your fortress. Give all your military hauling jobs, and have a series of carts hidden behind a bridge; the lever closes them in and opens the cars, then the squad moves at extremely high speeds to wherever the track takes them. This is horribly impractical, but very dwarvenly. Note that full speed rollers move carts about a tile every two ticks, which is much faster than most dwarves. It's an insane amount of work to get it to work, but it might be worth it? [[User:The Real Marauder|The Real Marauder]] 01:23, 22 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I support the Squad cars idea; we may not be able to mount actual beasts into battle, but now we have the next best thing (I have a delirious/delicious image on my mind right now I wish you could see). Also, how about carving tracks running straight from one end of your entrance corridor to the other, with a lava moat on the innermost part so you could fling magma-filled minecarts to run down invaders? It could use a bridge-based minecart gate as suggested by [[User:The Real Marauder|The Real Marauder]] above. (This assumes carts drop contents on collision, as suggested by Toady's 05/10/2012 entry.) --[[User:Seikatsukan|Seikatsukan]] 22:52, 6 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
How about minecart &amp;quot;landing pods&amp;quot; that actually launch the soldiers out of the fort into the middle of the battlefield, splattering enemies while delivering the soldiers straight to the fun? Could this be done safely? -[[User:Billw|Billw]]&lt;br /&gt;
&lt;br /&gt;
Launching soldiers into battle is problematic, a straight forward shot would require a perfectly flat arrival zone and ballistic launches seem to be truly safe only if the cart is caught and stopped at the apex of its flight curve. It does make for a spectacular rollercoaster-type construction - about 70 tiles forward distance and over 20 z-levels ascent in free flight are possible, with perfect safety barring freak accidents.&lt;br /&gt;
&lt;br /&gt;
== Bridges versus Hatches ==&lt;br /&gt;
&lt;br /&gt;
It's been noted that retracting bridges can be used as track direction switching points, as well as the fact that bridges will ''fling'' minecarts if they happen to be in the way while the bridge is switching. Would hatch covers also work for this? If they do, they would have the advantages of being instantaneous (rather than a 100 tick delay) and non-disruptive to minecarts (since they don't flingify stuff). --[[User:Quietust|Quietust]] 03:59, 17 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hatches have close to the same friction as ground thus making a poor substitute for track.&lt;br /&gt;
&lt;br /&gt;
Hatches don't seem to have an own 'direction' that would overwrite underlying tracks (which is what allows bridges to operate as switches). At least in my test, a cart followed a hatch-covered track corner faithfully instead of continuing in a straight line. You can use hatches over downward ramps to switch a track between two z-levels, however, and for that purpose, hatches are probably superior to (1x1 retreating) bridges because of their immediate response. &lt;br /&gt;
PS: hatches over downward ramps are of limited usefulness if the hatch can open while the cart is passing over it. It seems that a hatch opening under a cart forces the minecart to 'fall', nullifying its forward velocity. It will then roll off the ramp at much too little speed to climb back up a ramp. A cart propelled by a highest-speed roller can ascend a ramp and will 'bounce back' if the ramp exit is blocked by a closed hatch. This appears to be somewhat more useful for switching tracks with hatches. There are other options of using hatch covers as cart switches, but those are hard to pull off without abusing the bugs concerning ramps.&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
&lt;br /&gt;
We could probably improve by listing a few (verified) capacities of minecarts for common items. Are we sure about the volume numbers shown on [[DF2012:Weight]] , as it looks like you should have 83 blocks per minecart rather than 100. -- [[User:UristDaVinci|UristDaVinci]] 05:08, 26 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Physics == &lt;br /&gt;
&lt;br /&gt;
The physics section could use an overhaul/rewrite, with some numbers for track friction, track stop friction etc., since the first such are now available. Well, some have been available [[http://www.bay12forums.com/smf/index.php?topic=109460.msg3362517#msg3362517|for almost a month]], some are [[http://www.bay12forums.com/smf/index.php?topic=112831.0|more recent]]. I can do at least some of it myself, but off to sleep for today. -- [[User:Snaake|Snaake]] 23:32, 7 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a section on controlling speed and am using the m/s units to mean tiles/step as I couldn't see any already in use standard for speed. This is the units used in the second post you link, I think it is pretty good. --[[User:Billw|Billw]] 12:39, 13 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weight ==&lt;br /&gt;
Seems like it doesn't affect their speed nor it does affect their slowdown. An empty feather tree minecart (lightest) seems to have the same speed as a platinum one filled with platinum nuggets (heaviest) when pushed/launched from roller. Also, they both are unable to scale more than one z-level when launched by a single-tile top-speed roller.--[[User:HYBRID BEING|HYBRID BEING]] 07:52, 25 February 2013 (UTC)&lt;br /&gt;
:I wouldn't be surprised if rollers aren't affected by weight. They are a relatively new feature (see {{bug|5911}} for an example). According to the article, minecarts '''do''' accelerate and decelerate based on weight, but not when guided by dwarves. They also aren't affected by weight when [[Minecart#Skipping|Skipping]]. Feel free to add a note of this to the article if you like (for example, under [[Minecart#Roller|this section]]). --{{User:Lethosor/sig}} 22:23, 25 February 2013 (UTC)&lt;br /&gt;
::I didn't test driving them but as i said they moved at the same speed (i failed to notice the expected from such different minecarts difference in speed, at the very least) when pushed, no rollers involved. --[[User:HYBRID BEING|HYBRID BEING]] 10:14, 26 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Actually, this is an interesting result of (real-world) physics. Gravitational potential energy is mass * gravity * height, while kinetic energy is 1/2 * mass * velocity&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;. When you set these two formulas equal the mass terms cancel out. That means that two objects that start at the same height (and velocity) will have the same final velocity after rolling down the same hill (ignoring all other forces like wind resistance). I don't know how detailed the game's modeling of this is, but your result is mostly expected (though it does imply that rollers apply a &amp;quot;constant velocity&amp;quot; to minecarts). To find out if mass is being modeled correctly you can transfer the energy to something else. For instance, if you place a [[dog]] on the tracks at the bottom of the hill, the loaded platinum minecart should hit the dog and continue on at roughly the same speed. The featherwood minecart may hit the dog and stop completely, having insufficient energy left to continue moving. Or they may both do the same thing, strongly implying that mass is not being modeled. --[[User:Loci|Loci]] 20:27, 26 February 2013 (UTC)&lt;br /&gt;
::::Ah, thanks for the refresher course. The thing is i didn't use a slope for pushing test. Then again that doesn't really matter since deceleration is not dependent on mass. Friction, as the only force affecting the minecart (since normal force and weight cancel each out on horizontal surface), is mass * deceleration and equals to friction coefficient * normal force (mass * gravity) ('''F&amp;lt;sub&amp;gt;F&amp;lt;/sub&amp;gt; = a*m = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*N = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*m*g''' =&amp;gt; '''a = µ&amp;lt;sub&amp;gt;k&amp;lt;/sub&amp;gt;*g''')&lt;br /&gt;
::::So rather than affecting their speed/deceleration it should affect initial velocity. --[[User:HYBRID BEING|HYBRID BEING]] 09:37, 27 February 2013 (UTC)&lt;br /&gt;
:::::I filed this as a {{bug|6296}}. I'll add this bug to the article later if no problem would arise. --[[User:HYBRID BEING|HYBRID BEING]] 05:45, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe ==&lt;br /&gt;
&lt;br /&gt;
It turns out that nether cap minecarts are not magma-safe and can not be used for hauling magma.&lt;br /&gt;
&lt;br /&gt;
== Magma Transport ==&lt;br /&gt;
&lt;br /&gt;
When trying to fill a mine cart with magma, apparently it is possible that the minecart can go under Magma fast enough where no magma will settle inside the cart. --[[User:Mnjiman|James H]] ([[User talk:Mnjiman|talk]]) 04:43, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Are you sure that minecart does not just skim over the magma? I've seen similar symptoms: fast (well, relatively. after going one or two ramps down IIRC) minecart, no magma at the end of the route. But looking at it in step mode I saw that minecart never drops in magma to begin with. Best way is to just drop minecarts in magma from above, I suppose. --[[User:Elfy|Elfy]] ([[User talk:Elfy|talk]]) 12:29, 15 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mess ==&lt;br /&gt;
This article is a mess, how can it be Masterwork? It even has redlinks. Sure, there is quite an amount of content and the examples are well done, but the arrangement doesn't make it easy for new players. It certainly isn't &amp;quot;aesthetically pleasing.&amp;quot; The lede is random content dumped there:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Since their introduction in version 0.34.08, a new hauling labor preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&amp;quot; does not belong in the lede either. Instead there should be a section ==Using Minecarts== that covers just such basics.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&amp;quot; certainly doesn't belong in the lede.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;The invention of minecarts revolutionized the Science of Dwarfputing by enabling smaller, faster logic systems to be built.&amp;quot; and then not a word follows in the article unless I overlooked it.&lt;br /&gt;
&lt;br /&gt;
*The section on tracks opens quite abruptly. The very least would be a sentence like &amp;quot;to do anything useful with  minecarts you need to create tracks&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*I would also argue against &amp;quot;Covers an important &amp;quot;must-read&amp;quot; topic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* Physics covers some really obscure details that might fit better with quirks. In any case both sections need a merge and/or reorganizing.&lt;br /&gt;
&lt;br /&gt;
*Capacity should be near the top as it is essential info for the player who asks: is it economically worth it? and certainly is basic info.&lt;br /&gt;
&lt;br /&gt;
*An article using an elven word like &amp;quot;boulders&amp;quot; should be auto-disqualified. I fixed this.&lt;br /&gt;
&lt;br /&gt;
* The Capacity section was worded poorly. I tried to improve it.&lt;br /&gt;
--[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 18:37, 13 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I have done some major rework and restructuring. Hopefully it's much better now. [[User:Sorno|Sorno]] ([[User talk:Sorno|talk]]) 21:58, 27 June 2013 (UTC)&lt;br /&gt;
::: Thanks. I somehow missed this post, but I like your improvements. :) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:53, 28 June 2013 (UTC)&lt;br /&gt;
::::Much better now thanks you for your work. I did some extensive minecart testing and added some additional info to the numbers behind the scene. Feel free to reword my paragraph, as english is not my native language, but the info I added is accurate, so don't change it. fricy -(20 July, '13)&lt;br /&gt;
&lt;br /&gt;
== Rollers, power transmission ==&lt;br /&gt;
&lt;br /&gt;
If you think the statement 'rollers transfer power in the four compass directions on the same z-level' is incorrect, could you provide an example? Because i've observed the statement to be true. For example:&lt;br /&gt;
(image links)&lt;br /&gt;
http://imgur.com/Qp5PR6Q&lt;br /&gt;
this array, with a roller (on rough floor, no less) in the centre, shows these power requirements:&lt;br /&gt;
http://imgur.com/qCH6eUV&lt;br /&gt;
&lt;br /&gt;
four gear assemblies, four one-part axles, one roller. A sum of 26. They're all connected, through the roller. The observation also holds true with powered arrays: axles, gear assemblies and other rollers work when they directly touch an active roller on any of its sides.&lt;br /&gt;
&lt;br /&gt;
Edit: tried this with an older roller, and that one _wouldn't_ transmit power in the 'wrong' direction. After i ripped it out and built it anew (N-&amp;gt;S roller, offered power only through an horizontal axle from South, attached a gearbox north to show the effect; this had _not_ worked originally) the roller was active and transmitted power from the axle to the gearbox, visible 'rotation' and all. &lt;br /&gt;
&lt;br /&gt;
I've no idea what's going on, it might be an effect of the location of the original power source, build order or maybe even saving/restoring causing a roller to delete these transmission options. After saving/restoring, the south-to-north transmitting roller still works and transmits power to the gear assembly. I'll amend the article for &amp;quot;it's weird&amp;quot;, o.k.?&lt;br /&gt;
&lt;br /&gt;
:I do recall some issues with components from older versions of DF working inconsistently in v0.34.11, although I don't remember what they were. Was this &amp;quot;old&amp;quot; roller built in a different version (v0.34.08-10)? --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:51, 30 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: It was a current-version fort, but i ran into varying roller connectivity again and now think it's a matter of 'build order': when a roller is constructed, it seems to check neighbouring squares for available power sources, and if only 'perpendicular' sources are available, it will only accept and transmit power in that direction. If there are (also) 'parrallel' power sources available, it will transmit power in all four directions. Building or demolishing constructions offering or demanding power after the roller has been finished appears to have no effect.&lt;br /&gt;
&lt;br /&gt;
:::It looks like you are right, something is going on, good catch. Here's my theory after a short testing: 1 tile rollers behave just like gear assemblies, they are directionless and can connect to anything in their neighboring tiles, even to the &amp;quot;invalid&amp;quot; edge of other rollers. I was able to reproduce this quirk consistently with 1 tile rollers acting as a power connection, but not with anything longer. Can you confirm this? --[[User:Fricy|Fricy]] ([[User talk:Fricy|talk]]) 09:51, 31 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Now that you mention it, yes, the one-tile rollers seem to be reliable in that respect. Well-spotted, that's half of the issue adressed actually. What's quite confusing to me is that i've built several longer rollers that transmit in both directions, but haven't yet nailed down the cause of that behaviour. Something to look into when i next end up playing with rollers. EDIT: yes, it appears to be a build order/build constellation issue. I've built an eight-length and a ten-length roller, both of which transfer power through their 'parallel' ends. The trick was building the 'connected' machinery - axles and gearboxes - _before_ building the roller. Long chains of lenghtwise-connected rollers would presumably not work, because each would require the other to be built first to give/take power. They could probably be connected through 1x1 rollers, though. It'd be grand if someone else could try this out and see if my observations can be confirmed/debunked/refined.&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Undead&amp;diff=191203</id>
		<title>v0.34 Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Undead&amp;diff=191203"/>
		<updated>2013-08-03T02:33:24Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Skeleton info? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;undead creatures are found in tombs, and first appear as skeletons or corpses lying on the ground.  in human tombs there is usually a coffin in the middle of a room surrounded by corpses, if an adventurer steps onto on of the 8 tiles surrounding the coffin the corpse inside will raise its self from the dead.  after a few frames of time it will put a cure on ones adventurer after screaming you dared to enter it's home.  this then makes the adventurer fell horrible and even a legendary hero has little chance at winning the battle.  not long after the mummy curses an adventurer, every other skeleton in the tomb with the mummy stands up and run to kill the unfortunate being stuck to fight them all.  however there are a few ways to increase odds of survival; first, become legendary in the ambushing skill, when one is sneaking around the mummy won't see the one who came to close to it's coffin and will have nothing to curse, and if one is legendary he/she has enough time to kill it;  second, pick up all of the corpses in the room, avoiding the 8 tiles around the coffin, and bring them outside to drop them, then there are much fewer enemies to slice and dice.&lt;br /&gt;
&lt;br /&gt;
regular zombies require one to three hits before they collapse and die again, some severed limbs have been observed to still be crawling around, even heads!  decapitated zombies can also walk around.  also if one has companions during a skirmish inside a tomb, it is very possible that when killed their corpse will stand up and attack the adventurer (but that's cool right).  (written from first hand experience by legendslayer)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;lt;s&amp;gt;So, does anyone know if dismembered zombie bits are still alive immediately after chopping?&amp;lt;/s&amp;gt; They arent&lt;br /&gt;
[[User:Headjack|Headjack]] 23:52, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
I spoke to someone on the forum who experienced a GCS zombification and told me that the undead GCS still shot web, but this page says the opposite.  Can anybody confirm or refute? --[[User:Vasiln|Vasiln]] 22:04, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raised parts FYI ==&lt;br /&gt;
&lt;br /&gt;
Some experimentation in the arena has revealed that necks can be raised as undead, but noses and teeth cannot. (Fight between a Giant Sperm Whale Mummy, a werebuffalo and a Giant Desert Tortoise animated skeleton.)--[[User:Auric|Auric]] 19:30, 14 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
By jash00&lt;br /&gt;
Lot of fun today !!! SOme dwarf are imune to undead ? Some really positiv dwarff ,  ( i am non english speacker )&lt;br /&gt;
&lt;br /&gt;
== Husks? ==&lt;br /&gt;
Are husks from [[evil weather]] worthy of mention here, or should they be elsewhere?  Their traits (no arbitrary damage thresholds, retainment of skills, etc.) suggest that they're not true undead, and their overall effect on the game is quite different (for example, the danger of infection from dust), though the syndrome tags of both are very similar.&lt;br /&gt;
:At first, I wasn't sure, but looking through world.sav, they are NOT_LIVING, so I added a section for them here.  In particular, some versions of them are called &amp;quot;zombies&amp;quot;, and so I think this is the appropriate place, unless you want to change the redirect from [[zombie]]. --[[User:Vasiln|Vasiln]] 22:51, 31 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skeleton info? ==&lt;br /&gt;
&lt;br /&gt;
My game:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Flying Squirrel Woman '''skeleton'''&amp;lt;br&amp;gt;This is a Flying Squirrel Woman '''skeleton'''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[::Skeleton|The page]]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(Redirected from '''Skeleton''')&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But the page doesn't contain any information about not-undead skeletons. For example, can I make bone stacks from them? Are there any uses? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 02:33, 3 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=191187</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=191187"/>
		<updated>2013-08-02T23:51:43Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* No items? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goblin Caravans?==&lt;br /&gt;
this article is conflicted, in 1 place it says goblin caravans arrive in the winter, another says they arrive every season. can someone confirm which is right?&lt;br /&gt;
&lt;br /&gt;
I believe this is old information.  In 31.xx I had seen a fort get a goblin caravan once, but never again.&lt;br /&gt;
[[User:Nshapter|Nshapter]] ([[User talk:Nshapter|talk]]) 00:07, 16 July 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depot Deconstruction ==&lt;br /&gt;
&lt;br /&gt;
This is something I've not had the courage to verify, but I've noticed.  I deconstructed from under an Elven caravan once, and got their goods. They looked legit, and all that, and so I stocked them away, naturally.  I tried to trade with the next elf caravan, and making sure that none of the goods, even those weird &amp;lt;&amp;lt;ropes&amp;gt;&amp;gt; had any wood whatsoever. They claimed the item was one a beautiful tree, and is now a useless bauble.  They packed up and left.  I tried this more carefully the next year, and same thing.&lt;br /&gt;
&lt;br /&gt;
Point is, can anyone verify if a civ remembers what goods you steal by way of depot deconstruction? --[[User:Aescula|Aescula]] 10:23, 21 August 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
(EDIT) I would like to verify that you can, in fact, deconstruct the depot to gain all of the traders items. I haven't noticed any change in the factions relations with my fortress, but it's cheating! Do not cheat unless you need to! (to keep it fun for longer) ;)&lt;br /&gt;
&lt;br /&gt;
== Animal Genders ==&lt;br /&gt;
&lt;br /&gt;
I really feel stupid asking this one...  I notice the gender order in the liaison's meeting dialog seems to be set - Yak Cow and Yak Bull don't swap positions between liaisons, nor do Goose and Gander - but does anyone know which Dog and which Cat are which?  The three animals immediately above are all listed male first, then several in a row (dog, cat, donkey, horse) are listed which are impossible to distinguish male from female, then the next is listed female first.  I only need females to increase my breeding rate, of course, but this screen (and only this screen, as far as I can tell) fails to show any sign as to the animals' genders, if they're not distinguishable by name.    [[User:Gatherer818|Gatherer818]] 00:56, 4 September 2012 (UTC)&lt;br /&gt;
: I believe that males would come first, even if there gender isn't displayed, simply because there wouldn't be a good reason for them not to. If you need a specific gender, I would just request both and choose when they arrive, just to be safe. --{{User:Lethosor/sig}} 23:52, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins Arrive in Winter ==&lt;br /&gt;
I can confirm this. It's rare to have goblins at peace with your civilization, but it does in fact happen (with the same behavior as previous versions). Removing the verification tag in the paragraph that mentions it. [[User:Danjen|Danjen]] 02:54, 15 October 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Emergency Supplies ==&lt;br /&gt;
&lt;br /&gt;
While examining my disassembly of version 0.23.130.23a, I discovered some very interesting logic in the caravan code: the exact rules for &amp;quot;emergency supplies&amp;quot;.&lt;br /&gt;
# Bring enough meat and fish items so that you will end up with 5 for every meat-eater in your fortress (carnivores*5 - (food_meat + food_fish)). In practice, this does nothing because dwarves are omnivores.&lt;br /&gt;
# Bring enough meat/fish/plants/cheese (and probably also other food items) so that you will end up with 5 for every dwarf in your fortress (population*5 - (food_total - food_drink - food_seeds).&lt;br /&gt;
# Bring enough cloth/leather so that you have enough to make 5 sets of pristine clothes for every dwarf in your fortress (population*5 - (cloth_total + leather_total + min(armor_total, shoes_total, pants_total)).&lt;br /&gt;
# Bring enough logs so that you will end up with 1 for every dwarf in your fortress (population - wood_total).&lt;br /&gt;
&lt;br /&gt;
These rules actually date all the way back to 23a (aside from the &amp;quot;wood logs&amp;quot; rule), and they all count items which are non-rotten, have zero wear, and are unforbidden (for the clothes one, it also excludes anything which would be worn as Armor). Thus, caravans will start bringing cloth and leather in large quantities once your dwarves' existing clothes start to wear out. --[[User:Quietust|Quietust]] 19:12, 5 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flowchart error? ==&lt;br /&gt;
&lt;br /&gt;
I'm quite certain that the liaison does not talk with the broker, but rather with the main administrator - expedition leader, mayor, noble. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.65.223.39|91.65.223.39]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:True. I changed the flowchart (which is located [[Main:Trading/Flowchart|here]]). --{{User:Lethosor/sig}} 23:45, 27 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven 'mercenaries' ==&lt;br /&gt;
&lt;br /&gt;
I apologize if this is in the wrong place, it just seemed like the most valid area to put it.&lt;br /&gt;
&lt;br /&gt;
So while playing one of my fortresses, a wagon got stuck leaving the depot and decided to sit there. Eventually, it broke and the merchants all ran away, but a curious thing happened. Two of the caravan guards remained beside it. So as the months turned into years, these few soldiers stayed by my fortress, never leaving, never going mad, never starving. And that's when it occurred to me. What if I could separate the soldiers from the caravan? The caravans don't care when soldiers don't come back, and the soldiers remained friendly after caravans had left. It would be a perfect backup for my fortress, a lever that can simply release an army of friendly soldiers into the enemy ranks, eager to path from the interior of my fort to the exit, undoubtedly through the front lines of the goblin invaders. So construction was begun, on the first guard-capturing system. It was a simple thing, simply a depot surrounded by retractable bridges, as soldiers have a tendency to walk around the outside of the depot while the merchants remain within, and although inefficient, it did begin to have some results.&lt;br /&gt;
&lt;br /&gt;
This inefficiency, of course, was unacceptable, so I decided to refine my system. A caged troll was placed on a platform opposite a bridge beside my depot, and a window was build between them. When soldiers arrived, the troll could be released, and being a building destroyer, would remain by the window in order to break it, while the soldiers would path across the bridge and be trapped below. This system, while still not perfect, resulted in a roughly 95% efficiency, with nearly all soldiers being captured underneath. &lt;br /&gt;
&lt;br /&gt;
During the following goblin Siege, the spike pit trap that was connected to my detainee pit, which I was testing in the meantime, began to have a curious result. Arrows were being fired out of it into the goblin horde, and I certainly did not post any archers there. The captured archers were firing out of the pit and into any goblin that pathed within range. &lt;br /&gt;
&lt;br /&gt;
This, of course, made me realize that it would be very possible to set up a system for caging archers, then releasing them into guard towers where they will defend your fortress at all times, never tiring, never needing breaks. Now, of course, I needed to figure out the logistics of such a task. Initial attempts at causing soldiers to be trapped by fall damage were... unsuccessful, however a cave in due to a poor channel design gave me an idea. Dust from cave ins will knock any creature unconscious, and it can easily be manufactured where necessary. This system, of course, resulted in several redesigns to my capturing apparatus, the main difference being a new system was required to produce the dust. The end result was very good, with very low casualties, and a very high caging rate. Archers could now be placed where required, attached to a lever, boxed in with fortifications, and released to provide covering fire for dwarves in case of a seige, ambush, or theives. Melee soldiers, on the other hand, I discovered could be chained wherever necessary. &lt;br /&gt;
&lt;br /&gt;
As of now, (practical) uses of your new soldiers include:&lt;br /&gt;
Last line of defense- soldiers will path towards the exit, and assuming your depot is near the entrance, this will likely be straight through the goblin soldiers&lt;br /&gt;
Archers- They can be on duty at all times, theives will be cut down mercilessly upon discovery. Some method of cutting off their line of sight, drawbridges for example, is recommended in case of elite archers. &lt;br /&gt;
Sentries- More likely to survive a goblin ambush than your average kitten.&lt;br /&gt;
Guards- A soldier is far stronger than a war dog, and unlike the dog will gain experience in his/her weapon of choice. Life expectancy is considerably longer as well.&lt;br /&gt;
Pit Traps- After a fall, goblins are essentially defenceless. A single soldier locked at the bottom of your pit trap will be able to easily dispatch anything that survives the fall. &lt;br /&gt;
&lt;br /&gt;
You could also host gladiatorial matches between them and captured goblins. How about a three way match with a hydra as well? Entertainment for everyone, and no tantrums at the end!&lt;br /&gt;
&lt;br /&gt;
A warning: I have yet to experiment in-depth with using soldiers when the faction said soldiers belong to is at war with you (ex, humans seige you, will your 'mercenaries' switch sides?) so be wary of your newly positioned archers firing upon you. Consider having a cutoff switch, to block their view in case of betrayal. Early tests on a captured fortress where goblins were friendly on reclaim resulted in three out of forty goblins remaining loyal to the fortress upon seige, one of which died immediately, and another which switched sides again partway through the battle. All three who remained loyal had been in combat and killed goblin ambushers, which implies loyalties might shift from killing soldiers from the parent faction. In the same fortress, a human seige did not cause any human soldiers to switch sides, but all soldiers in question were still caged, awaiting transport to their new post. It is unknown if this changes anything, as tests are still underway.&lt;br /&gt;
&lt;br /&gt;
(pictures of said apparatus might come later, a bit of fun occurred in my test fortress due to some shenanigans with said turncoat goblins and an ensuing tantrum spiral, but after repairs are complete I should be able to post non-messy screenshots)&lt;br /&gt;
&lt;br /&gt;
:You should probably put this on the forums (http://www.bay12forums.com/smf/index.php?board=2.0) as well, not that many people will read it here. --[[User:Old Ancient|Old Ancient]] ([[User talk:Old Ancient|talk]]) 14:35, 17 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchants are a bit paranoid... ? ==&lt;br /&gt;
&lt;br /&gt;
The trade depot needs to be accessible to the map border for the entire time the caravan is there. If this stops being the case the merchants will stop trading and want to leave.&lt;br /&gt;
&lt;br /&gt;
Not sure if this is already on the page somewhere; I couldn't find it. Found out when I thought it would be a good idea to raise my drawbridge to keep them safe :( -[[Special:Contributions/87.113.162.103|87.113.162.103]] 14:33, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No items? ==&lt;br /&gt;
&lt;br /&gt;
Do traders sometimes bring no items?&lt;br /&gt;
&lt;br /&gt;
I have Elf merchants at the trade Depot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;Tosace: Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tosace seems willing to trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thonosanera&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''[...no items...]'''&amp;quot; - Depot trade screen&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What's up? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 23:51, 2 August 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=191166</id>
		<title>v0.34:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&amp;diff=191166"/>
		<updated>2013-08-02T18:31:08Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Tips for an Effective Hospital */ When?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors &amp;lt;strike&amp;gt;inflict&amp;lt;/strike&amp;gt; perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} 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.&lt;br /&gt;
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. (A small hospital can manage with 2 containers, a fully fledged fortress with an adventurous military may need as much as 8. Also note that some people recommend setting up custom stockpiles instead.)&lt;br /&gt;
* 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.&lt;br /&gt;
** Place the tables right next to the beds, or you may get &amp;quot;cancels surgery, patient not resting&amp;quot; spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient. {{bug|2773}}&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot; Remember to check back on the &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; patient after a while or they may be in the traction bench a long, long time.{{bug|4470}} (Or be lucky; sometimes immobilization requests simply disappear with no bad consequences.) &lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Skills and Injuries==&lt;br /&gt;
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.&lt;br /&gt;
&lt;br /&gt;
[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- Feed patients/prisoners -- [[Recovering wounded]]&lt;br /&gt;
&lt;br /&gt;
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 the first.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Wound|Injuries]]&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''NONE: No recorded active wounds on the part.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''BROKEN: The part has lost all structural integrity or muscular ability.'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''MISSING: The part is completely gone. '''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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.&lt;br /&gt;
* '''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.&lt;br /&gt;
*'''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.&lt;br /&gt;
*'''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.&lt;br /&gt;
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* &amp;lt;s&amp;gt;Bad luck&amp;lt;/s&amp;gt; [[Fun]]!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Traction Benches ===&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Casts ===&lt;br /&gt;
&lt;br /&gt;
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free [[bag]].&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
&lt;br /&gt;
==Tips for an Effective Hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Due to an annoying years-old bug{{when}}, hauling dwarves routinely oversupply hospitals. This can be troublesome in many ways, particularly when all the cloth in the fortress is routed to the hospital, leaving your clothier without clothmaking materials and filling the hospital containers with cloth and thread, which leaves no room for soap. Because of this, ''do not, ever,'' place containers in a hospital zone; instead, designate separate stockpiles nearby for cloth, thread, soap and other hospital implements. Setting those stockpiles to not accept bins or barrels, while space-consuming, can help to visualize the state of hospital stocks and prevent further container-capacity related issues.&lt;br /&gt;
**A workaround is to set cloth and thread to 0, add one container which will be filled by other items, and then set the cloth and thread to 1 unit. The hospital will only claim as much cloth and thread as will fit into the container after accounting for the other items.&lt;br /&gt;
**Another workaround is to disable hauling for all but one dwarf, since the oversupply problem is caused by the hospital calling all hauling dwarves for a unit of cloth or thread, and all dwarves responding at once, resulting in a unit of cloth or thread for every available dwarf.&lt;br /&gt;
**A third workaround is to allow your dwarves to fill up the containers however they want, then use {{k|t}} to examine the contents of the containers and {{k|d}}ump the items that you need to reclaim for other uses.  Remember to reclaim the items after they have been dumped.&lt;br /&gt;
** It is safe to set the hospital stocks for everything but soap to 0 and then build a container. Soap in the hospital zone is reserved for hospital use and will not be used up by bathing dwarves as stockpiled soap can be.&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of burrows to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf 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.&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** 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.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food, water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* 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.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; 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 &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Best bet is ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands.  You may want to forbid these during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Hospital stores more materials than assigned. {{Bug|191}} {{Bug|4406}}&lt;br /&gt;
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{Bug|287}}&lt;br /&gt;
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Injured nails won't heal, leading to eventual infection and death. {{Bug|3756}}&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}&lt;br /&gt;
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench. {{Bug|4470}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Purchased plaster powder does not appear in the hospital storage. {{verify}}&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds 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.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:When&amp;diff=191165</id>
		<title>Template:When</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:When&amp;diff=191165"/>
		<updated>2013-08-02T18:30:25Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Hmm, http://en.wikipedia.org/wiki/Template:When ... useful?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;sup&amp;gt;[When?]&amp;lt;/sup&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma&amp;diff=191164</id>
		<title>v0.34:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma&amp;diff=191164"/>
		<updated>2013-08-02T15:33:48Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Minecarts */ Who?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot [[flow|fluid]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering your map either by the edges or by the area beneath a magma pool. Magma that is above the ground is called '''Lava'''; the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s.  Magma is ''extremely'' hot which can lead to even more [[Fun]]. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''[[magma-safe]]''' is extensive. &lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. When magma is mixed with water it forms [[obsidian]]. Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow and cannot be cooled into obsidian.&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water).  A pipe to bring magma across the full map can take as much as a year to fill.  This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious.  As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
== Bringing Magma Up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: [[pump|pump stack]]s, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the magma sea via a conventional [[pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like steel or glass.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma will fill with magma. Minecarts full of magma can be tipped at track stop, which will pour the magma in a specified direction from the stop. Mine cart tracks can be built from the magma sea to the surface. Minecarts used for this must be magma safe. It may also be necessary to build rollers in magma to pull the minecarts out, which would also need to be magma safe. A minecart track can be operated by dwarves or fully automatic, using powered rollers. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
[[Minecart#Impulse ramps|Impulse ramps]] can be used to get magma-filled carts to whereever they need to go without having to provide power to an extensive system of rollers, and will fully automate bringing magma to the surface. Since such systems require comparatively little designation and magma-safe materials, work can be begun much earlier than some other methods of bringing magma to the surface.&lt;br /&gt;
&lt;br /&gt;
In [http://www.bay12forums.com/smf/index.php?topic=125679.msg4217863#msg4217863 one design] posted to the forums by gchristopher, a pump can provide power the roller, making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I {{who}} built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
{{main|Magma pool}}&lt;br /&gt;
Although the name suggests them as pools, they are more like pipes. They can be found underground, however they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (ie. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
[[Volcano]]es are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life namesake.&lt;br /&gt;
&lt;br /&gt;
Magma in volcanoes does not exert [[pressure]] unless you pump magma into it. So it is not very hard to design a magma-based industry zone or a defense system around volcanoes. But digging the last piece of the channel can be a little dangerous. Several (nearly) safe  methods are:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position, at least in the top of the volcano you can, standing on one level above and dig a channel is the most safe and easy way.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves slower in diagonal than straight. So diagonal digging gives you more time to flee away. But also, slower flow means you must keep in mind the evaporation. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=111883.0]&lt;br /&gt;
&amp;quot;I find it's pretty simple to do (though I haven't tried this yet in the latest version or two) if you know what you are doing. Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110724.0]&lt;br /&gt;
&amp;quot;Here's the basic premise:  Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads'''.  First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe.  Then you channel a trench against the pipe that can be the width of the tunnel if you wish.  Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel.  Dig a new separate path to access the now bridged-over trench.  Finally, designate the volcano pipe wall '''on the Z level of the magma tunnel''' for mining.  Your dwarves will stand in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge leaving your dwarves unscathed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{{Diagram|spaces=yes|&lt;br /&gt;
Z 0      &lt;br /&gt;
═════╗[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
....[#080]╥[#000][#880]║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
....[#080]║[#000][#880]║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
....[#080]╨[#000][#880]║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
═════╝[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
&lt;br /&gt;
Z -1     &lt;br /&gt;
   ║.║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║▲║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║▲║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║▲║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
   ║.║[#F00]≈[#F00]≈[#F00]≈&lt;br /&gt;
}}&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[dig]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]].  Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]].  In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to cancel their designation (with a &amp;quot;warm stone&amp;quot; warning) once they are revealed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly instant immolation, followed by death if water is not close at hand. Additionally, dropping items into magma can generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being his usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? Pour... Um, wait a minute...&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Who&amp;diff=191163</id>
		<title>Template:Who</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Who&amp;diff=191163"/>
		<updated>2013-08-02T15:32:46Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Hmm, http://en.wikipedia.org/wiki/Template:Who ... useful?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;sup&amp;gt;[who?]&amp;lt;/sup&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Farmer&amp;diff=169609</id>
		<title>v0.34:Farmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Farmer&amp;diff=169609"/>
		<updated>2012-04-08T18:00:55Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Think shearer is also farming.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Farmer''' is a profession used for the production and use of [[plants]], [[meat]], [[Cloth|plant fiber cloth]], and [[honey bee|beekeeping products]]. A dwarf whose highest skill is in this category is known as a Farmer. &lt;br /&gt;
&lt;br /&gt;
Confusingly, the skill associated with the [[Farming|Farming (Fields)]] [[labor]] is actually [[Grower]]. &lt;br /&gt;
&lt;br /&gt;
The farming skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* [[Farming]]&lt;br /&gt;
:* [[Farmer's workshop]]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=169607</id>
		<title>v0.34:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=169607"/>
		<updated>2012-04-08T17:24:38Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* Skills */  Moved Reader from Unused to Misc as it is now used in adventure mode.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allow dwarves to accomplish tasks more quickly, but also more effectively (for example, mining and crafting).  Using a skill will grant '''[[experience]]''' in that skill, allowing the dwarf to reach higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Skills become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at &amp;quot;very rusty&amp;quot; for prolonged periods of time will gradually suffer '''permanent''' experience loss.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types: {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of [[aluminum]] [[statue]]s, or remove the designation on those diamond or native aluminum clusters if your [[blacksmith]] or [[miner]] is famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Alchemy|Alchemist]]&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Attributes and Traits==&lt;br /&gt;
*'''Skills''': &lt;br /&gt;
**are trained by being used in some activity.&lt;br /&gt;
**train '''[[attribute]]s'''.&lt;br /&gt;
**the same [[attribute]] can be trained by various skills.&lt;br /&gt;
**it's assumed that the skills also use some of the [[attribute]]s that they train.&lt;br /&gt;
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.&lt;br /&gt;
**certain professions require several skills.&lt;br /&gt;
**the same skill can be used by various professions.&lt;br /&gt;
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**cannot be modified in-game.{{verify}}&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**have other in-game effects that can be useful for certain professions.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
&lt;br /&gt;
To summarize it goes like this:&lt;br /&gt;
 Trait --&amp;gt; Skill &amp;lt;--&amp;gt; Attribute&lt;br /&gt;
   |         ^&lt;br /&gt;
   v         |&lt;br /&gt;
 effect      |&lt;br /&gt;
   |         v&lt;br /&gt;
   '--&amp;gt;  Profession&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.&lt;br /&gt;
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
The solution comes in the form of a nice sortable reference table:&lt;br /&gt;
&lt;br /&gt;
coming soon! work in progress... please don't delete hidden comments... ;)&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
There is a certain set of [[Social Skills]] that are relevant for a Broker, there are also certain [[Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes [[Cross Training]], the ones relevant for a Broker are as follow:&lt;br /&gt;
&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Broker the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better a that Skill.&lt;br /&gt;
&lt;br /&gt;
Token Trait&lt;br /&gt;
ACHIEVEMENT_STRIVING   - Excellence / Mediocrity  - quality levels?&lt;br /&gt;
ACTIVITY_LEVEL         - Activeness / Relaxedness - slack, sleep, party?&lt;br /&gt;
ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?&lt;br /&gt;
ALTRUISM               - Helpfulness    - help wounded/? &amp;gt;healthcare&lt;br /&gt;
ANGER                  - Rage           - enraged/? &amp;gt;military&lt;br /&gt;
ANXIETY                - Nervousness    - military?&lt;br /&gt;
ARTISTIC_INTEREST      - Artistic       - noticing furniture, statues?&lt;br /&gt;
ASSERTIVENESS          - Leadership     - persuader/? &amp;gt;manager, military, leader?&lt;br /&gt;
CAUTIOUSNESS           - Cautiousness   - leader, manager, military?&lt;br /&gt;
CHEERFULNESS           - Optimism       - ??&lt;br /&gt;
COOPERATION            - Compromising   - pacifier/intimidator&lt;br /&gt;
DEPRESSION             - Depression     - ??&lt;br /&gt;
DUTIFULNESS            - Lawfulness     - justice??&lt;br /&gt;
EMOTIONALITY           - Emotion        - ??&lt;br /&gt;
EXCITEMENT_SEEKING     - Thrillseeking  - adv. mode, military?/&lt;br /&gt;
FRIENDLINESS           - Company        - party?, social?/working?&lt;br /&gt;
GREGARIOUSNESS         - Friendly       - Conversationalist/??&lt;br /&gt;
IMAGINATION            - Imagination    - ?&lt;br /&gt;
IMMODERATION           - Urge           - stops work??&lt;br /&gt;
INTELLECTUAL_CURIOSITY - Thinking       - ??&lt;br /&gt;
LIBERALISM             - Rebelliousness - ?&lt;br /&gt;
MODESTY                - Modesty        -&lt;br /&gt;
ORDERLINESS            - Organization   - bookkeeper? military?&lt;br /&gt;
SELF_CONSCIOUSNESS     - Neurosis       - ?/comedian&lt;br /&gt;
SELF_DISCIPLINE        - Perseverance   - on_break&lt;br /&gt;
SELF_EFFICACY          - Confidence     - ?&lt;br /&gt;
STRAIGHTFORWARDNESS    - Honesty        - consoler/flatterer-liar&lt;br /&gt;
SYMPATHY               - Compassion     - healthcare?/?&lt;br /&gt;
TRUST                  - Trusting       - ?&lt;br /&gt;
VULNERABILITY          - Stress         - ?/military??&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!                                           | Profession&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Broker)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Appraiser&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                                             Memory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot;                   | Social - Broker&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Comedian&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:5em&amp;quot; | Self-consciousness&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:1em&amp;quot; | &amp;lt; 76&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Agility&lt;br /&gt;
|                Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|                Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Conversationalist&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Gregariousness (Reserved)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flatterer&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liar&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Creativity&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Intimidator&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Agility&lt;br /&gt;
|               Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Judge of intent&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Negotiator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Persuader&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Assertiveness&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
| Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.34.01==&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
[[Reader]]&lt;br /&gt;
&lt;br /&gt;
==Skills first observed in version 0.34.01==&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Labor&amp;diff=169587</id>
		<title>v0.34:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Labor&amp;diff=169587"/>
		<updated>2012-04-07T15:43:33Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Added hauling labours. Even though they don't have an associated skill they should still be on the list of labours.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:44, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is [[food hauling]], [[mining]], [[hunting]], or any of dozens of other tasks. For instance, only a dwarf with the [[wood cutting]] labor enabled will cut down [[tree]]s whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a &amp;quot;'''job'''&amp;quot;, nor a &amp;quot;[[skill]]&amp;quot;.  A job is the actual task of doing something, and a skill is the experience that determines how fast a job gets done, and/or the quality of any finished product (specifics vary with skill/job), while a labor preference simply designates whether a dwarf is allowed do that sort of job or not.  You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single [[skill]] can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially [[haul]]ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
The [[mining]], [[wood cutting]], and [[hunting]] labors require the dwarf to either pick up and wield a [[pick]], [[battle axe]], or [[crossbow]]. For this reason, a dwarf cannot be assigned to any combination of mining, wood cutting, or hunting at the same time. Additionally, the assignment of these tools '''overrides''' any [[uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{K|+}} and {{K|-}} to move the cursor up and down to hilight different categories or skills to enable or disable.&lt;br /&gt;
&lt;br /&gt;
Using {{K|u}} can help you locate dwarves. Select a dwarf, hit {{K|c}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{K|p}}-{{K|l}} to get to the labor configuration menu.&lt;br /&gt;
&lt;br /&gt;
Labors are divided into skill trees - for instance, accessing [[metalsmithing]] allows you to enable various jobs that are related to working with metal, such as [[weaponsmithing]] and [[armorsmithing]] etc.&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox|#dd0|'''Dwarf Therapist:''' You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, the utility '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' can make this a million times easier.}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Category''' || '''Labors'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcrafting]]&lt;br /&gt;
* [[Stonecrafting]]&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
* [[Weaving]]&lt;br /&gt;
* [[Clothesmaking]]&lt;br /&gt;
* [[Strand extraction]]&lt;br /&gt;
* [[Pottery]]&lt;br /&gt;
* [[Glazing]]&lt;br /&gt;
* [[Wax working]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
* [[Siege operating]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
* [[Pump operating]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Hauling ||&lt;br /&gt;
* [[Stone Hauling]]&lt;br /&gt;
* [[Wood Hauling]]&lt;br /&gt;
* [[Item Hauling]]&lt;br /&gt;
* [[Burial]]&lt;br /&gt;
* [[Food Hauling]]&lt;br /&gt;
* [[Refuse Hauling]]&lt;br /&gt;
* [[Furniture Hauling]]&lt;br /&gt;
* [[Animal Hauling]]&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Expedition_leader&amp;diff=169579</id>
		<title>v0.34 Talk:Expedition leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Expedition_leader&amp;diff=169579"/>
		<updated>2012-04-07T13:43:38Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: Expedition Leaders are leaders?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Expedition Leaders are leaders? ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this mean? Does DF treat &amp;quot;leaders&amp;quot; differently than normal nobles?&lt;br /&gt;
&lt;br /&gt;
The link currently points to the military skill which says &amp;quot;All squad leaders (Militia commander, Militia captains, the Captain of the guard and the Hammerer) will learn it slowly&amp;quot;. AFAIK the expedition leader isn't a squad leader! :S [[User:AnnanFay|AnnanFay]]&lt;/div&gt;</summary>
		<author><name>AnnanFay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=159890</id>
		<title>v0.31 Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=159890"/>
		<updated>2012-02-14T20:55:23Z</updated>

		<summary type="html">&lt;p&gt;AnnanFay: /* How to get Biome info? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice to have visual representation of the climates, now do we know the temperature range of each climate (in Fahrenheit and urists preferably)? This will help us further determine advantages/disadvantages of a site.&lt;br /&gt;
Of course an in-game thermometer script, for both kinds of game play and in the site finder, where it shows the seasonal temperatures, would be nice as well, if not totally doable.&lt;br /&gt;
- EricBlank&lt;br /&gt;
&lt;br /&gt;
== Alginment redirecrection ==&lt;br /&gt;
&lt;br /&gt;
Why does a search for 'alignment' direct me here? There is no information regarding alignment on this page. Seems like it should direct you to the Surroundings page. [[Special:Contributions/203.217.90.130|203.217.90.130]] 06:59, 20 June 2010 (UTC)&lt;br /&gt;
:Because Alignment in this game deals primarily with the kinds of creatures you will encounter and is a function of the biome more than anything else. [[User:Burlingk|Burlingk]] 08:32, 20 June 2010 (UTC)&lt;br /&gt;
::Yet the surroundings page deals directly with the effects of zone alignment, while this does not. By the way, the table regarding biomes at world generation on the 40d biome page has very useful information, should it be added to this table? Or added to one of the world generation pages perhaps?[[Special:Contributions/203.217.90.130|203.217.90.130]] 00:52, 21 June 2010 (UTC) &lt;br /&gt;
:::I was sent here when searching &amp;quot;haunted&amp;quot; to see which was more evil, haunted or sinister, but this page has no information about evil regions. &amp;lt;br /&amp;gt;The surroundings page deals directly with what I was actually searching for.  --[[User:Katie|Katie]] 11:15, 2 September 2010 (UTC)&lt;br /&gt;
I changed the redirection for [[Sinister]] from here to [[Surroundings#Combinations_of_surroundings]] because this page has no relevant info.  For convenience - Mirthful, Joyous Wilds, Calm, Wilderness, Untamed Wilds,&lt;br /&gt;
Haunted, and Terrifying - should also redirect to [[Surroundings#Combinations_of_surroundings]].&lt;br /&gt;
I feel I'd be out of line to change them all myself.  Best of luck.&lt;br /&gt;
&lt;br /&gt;
== Climate temperature ranges inaccurate ==&lt;br /&gt;
&lt;br /&gt;
I'm calling bullshit on the temperature ranges listed. I've generated plenty of worlds (usually when using strange temperature settings in worldgen) that have, say, cold temperate swamps, or warm tropical forests. I know for a fact that biomes can include temperatures outside the ranges listed, and personally believe there's a good chance that temperature doesn't affect biome creation at all except for rather specific ones (like tundra, glaciers, taiga, and deserts). [[User:G-Flex|G-Flex]] 04:38, 16 July 2010 (UTC)&lt;br /&gt;
:Yeah, you are right there '''are''' cold tropical forests an stuff like that, but they actually should not be. According to an [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 Interview] Toady gave quite a while ago, world creation does include temperature (as well as rainfall, elevation and drainage). And I don't think the creation of biomes has changed that much. Remember DF is still in development and the climate ranges in the table are just guidelines how the temperatures ''should be''. The world gen could also be bugged. I don't think toady wanted to have freezing tropical forests, because such things are just not possible. PS: I also took [[DF2010:Biome token]] into account to create this table. --[[User:Used|Used]] 06:54, 19 July 2010 (UTC)&lt;br /&gt;
::Honestly, it doesn't matter how things &amp;quot;should&amp;quot; be. The wiki is for how things actually are. Things would be very, very, very different if we had to pretend that the game were in a completely bug-free and quirk-free state while writing articles. It doesn't matter what Toady wants, what matters is what's actually in the game. Hell, we don't even know exactly what he did intend; all that article says is that temperature is taken into account. That's it. This article should be revised to reflect reality, although I'm not sure how best to go about this; I'd rather not remove the information entirely. In fact, since things like freezing jungles do exist, I have to wonder where you did get that information, and where the editor of [[DF2010:Biome token]] did, for that matter. How do you verify information that doesn't even present itself ingame correctly? There's something incredibly fishy going on here. [[User:G-Flex|G-Flex]] 16:39, 1 August 2010 (UTC)&lt;br /&gt;
:::Okay. I think you are right. I going to delete the climate and moisture columns. At least until things become clearer. --[[User:Used|Used]] 10:29, 2 August 2010 (UTC)&lt;br /&gt;
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== How to get Biome info? ==&lt;br /&gt;
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After embark how can you find out what biome you embarked on? Also, when adventuring? [[User:AnnanFay|AnnanFay]] 20:55, 14 February 2012 (UTC)&lt;/div&gt;</summary>
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