<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Birthright</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Birthright"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Birthright"/>
	<updated>2026-04-04T04:50:15Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tile_attributes&amp;diff=114604</id>
		<title>v0.31:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tile_attributes&amp;diff=114604"/>
		<updated>2010-05-23T19:33:01Z</updated>

		<summary type="html">&lt;p&gt;Birthright: fine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every tile in Dwarf Fortress is described as {{DFtext|Outside|3:1}} or {{DFtext|Inside|6:0}}, {{DFtext|Light|6:1}} or {{DFtext|Dark|0:1}}, and {{DFtext|Above Ground|2:1}} or {{DFtext|Subterranean|0:1}}. These keywords can be observed from the {{k|k}} menu, when the cursor is located over any single tile. Currently, only the three following combinations are possible:&lt;br /&gt;
&lt;br /&gt;
# {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}&lt;br /&gt;
# {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}&lt;br /&gt;
# {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Subterranean|0:1}}&lt;br /&gt;
&lt;br /&gt;
The entire {{L|Location|fortress site}} starts out as {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}}. After that, a ray for {{DFtext|Outside|#0ff}} and a ray for {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} falls straight down from the highest {{L|z-level}} for every (x,y) position on the local map, changing each tile's modifiers until something that blocks that particular &amp;quot;ray&amp;quot; is encountered. Due to this behavior, any of the previous three tile combinations will never be encountered in the same (x,y) position on a lower z-level than a higher numbered combination.&lt;br /&gt;
&lt;br /&gt;
== Outside vs Inside ==&lt;br /&gt;
&lt;br /&gt;
This attribute is determined by whether there is a roof of some kind over a tile. Weather only affects tiles which are ''Outside''. Almost any kind of geometry will block the ''Outside'' ray including natural and constructed {{L|wall|walls}}, {{L|floor|floors}}, {{L|stair|stairs}}, and {{L|fortification|fortifications}}, and open and closed {{L|bridge|bridges}}, {{L|grate|floor grates}}, {{L|bars|floor bars}}, and {{L|hatch|hatches}}. A tile which is ''Outside'' will always be ''Light Above Ground'', but an ''Inside'' tile may be either ''Light Above Ground'' or ''Dark Subterranean''.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Above_ground&amp;diff=114579</id>
		<title>v0.31:Above ground</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Above_ground&amp;diff=114579"/>
		<updated>2010-05-23T15:36:44Z</updated>

		<summary type="html">&lt;p&gt;Birthright: Redirected page to DF2010:Tile attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Tile attributes]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114577</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114577"/>
		<updated>2010-05-23T15:35:31Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built {{l|Above Ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |#808000}}, {{DFtext|Dark |#808080}}, {{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.{{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the distinction that above ground plots ''on soil'' do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114576</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114576"/>
		<updated>2010-05-23T15:32:58Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built above ground are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |#808000}}, {{DFtext|Dark |#808080}}, {{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.{{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the distinction that above ground plots ''on soil'' do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=114575</id>
		<title>v0.31 Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Farming&amp;diff=114575"/>
		<updated>2010-05-23T15:31:31Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placing a farm on rock&lt;br /&gt;
     Needs Soil or mud&lt;br /&gt;
     No Mud for underground farm&lt;br /&gt;
     Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on surface soil&lt;br /&gt;
    No Mud for underground farm&lt;br /&gt;
    Mud is left by water&lt;br /&gt;
&lt;br /&gt;
Placing a farm on mud found in an underground complex&lt;br /&gt;
    &amp;lt;&amp;lt;No Error Message&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So This is either a major bug, or a mechanics change and a minor text inconsistency.[[User:Doctorzuber|Doctorzuber]] 22:35, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is a bug.  You're supposed to be able to farm on soil.  I'll try to track down the forum thread, one moment --[[User:Squirrelloid|Squirrelloid]] 22:37, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Aha, so saith the Baughn: http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 22:41, 1 April 2010 (UTC)&lt;br /&gt;
::Who is but a lowly dabbling SDL coder and has not insight into the game code or Toady's intentions.--[[User:Birthright|Birthright]] 15:31, 23 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds can not be grown on non-soil, non-subterranean tiles ==&lt;br /&gt;
&lt;br /&gt;
I recently attempted to follow the advice in the article, channeling out several tiles near a river, irrigating them, and building a farm plot on the muddied tiles. However, when I tried to set the field to be planted, all seeds (surface AND subterranean) are disabled, and the message &amp;quot;No seeds available for this location&amp;quot; is displayed. The soil layer, as it turns out, was only one tile thick, and even though the tiles are &amp;quot;above ground&amp;quot; (not even indoors yet, I haven't built a roof over them), they are ineligible for any seeds to be planted on... subterranean crops because the tiles are above ground, and surface crops because the floors are mud-covered diorite instead of one of the clay/sand/soil types.&lt;br /&gt;
&lt;br /&gt;
So, be warned... attempting to create an indoor, irrigated surface crop farm will not work if you accidentally channel down to stone. Surface crops will not grow in mud-covered rock, only in soil (mud-covered or otherwise). --[[User:Tatterdemalian|Tatterdemalian]] 22:09, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge ==&lt;br /&gt;
I don't see why we need a separate page for [[Farm Plot]] and [[Farming]].  Merger anyone? [[User:Kenji 03|Kenji 03]] 12:28, 6 April 2010 (UTC)&lt;br /&gt;
:Also, labors are typically described in their respective skill page. In this case, [[DF2010:Farmer|Farmer]] --[[User:Eagle0600|Eagle0600]] 13:05, 6 April 2010 (UTC)&lt;br /&gt;
::Both pages exist as full pages in the 40d namespace, in addition to a farmer page.  This suggests that there is sufficient material for all three pages, although someone would need to spend more time reviewing how the topic space was divided in 40d to figure out why. --[[User:Squirrelloid|Squirrelloid]] 13:44, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Farming desribes the concept, plant uses, importance, possibilites and caveats; Overview. Farm plot goes right down to 'key-pressing' and 'cursor-moving', that is, details and step-to-step. Ultimately it is an article on a building. I don't recall ever using the page Farm plot, but I think we should keep the 2. Looking over the old versions, I think the distinction should be made clearer, though. --[[User:Birthright|Birthright]] 14:34, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree, but with all the new info and users this approach seems not viable for now. --[[User:Confused|Confused]] 18:56, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming Chart ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
I found this chart to the right in the 40d farming page. I was just wondering if it is still current, so we can put it in the current page.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114574</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114574"/>
		<updated>2010-05-23T15:24:02Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built above ground are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.{{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the distinction that above ground plots ''on soil'' do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114573</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=114573"/>
		<updated>2010-05-23T15:23:07Z</updated>

		<summary type="html">&lt;p&gt;Birthright: no indication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Farming''' is the action of growing {{l|crops}} for {{l|food}}, {{l|alcohol}} production and {{l|cloth}} manufacturing. While small forts can easily be sustained by plant gathering, {{l|hunting}} and trading, farming is vital to large settlements.&lt;br /&gt;
&lt;br /&gt;
Farming is done at a '''farm plot''' building ({{k|b}}-{{k|p}}, resize with UMKH). It requires {{l|seeds}} and a worker with the &amp;quot;Farming (Fields)&amp;quot; {{l|labor}} enabled. &lt;br /&gt;
&lt;br /&gt;
Depending on where the farm plot is constructed, different crops may be planted; Farm plots built {{L|above ground}} are not suitable for the crops grown on {{L|subterranean}} farm plots and vice versa. Note that the attributes {{DFtext|Inside |#808000}}{{DFtext|Dark |#808080}}{{DFtext|Outside|#0ff}} and {{DFtext|Light|#ff0}} are of no relevance.&lt;br /&gt;
&lt;br /&gt;
See the article on {{L|crop}}s for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Subterranean Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow the 6 &amp;quot;dwarven&amp;quot; plants, including the {{l|plump helmet}}; the only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (common methods include a bucket brigade or '''controlled''' flooding by temporarily diverting a river or pool, using a floodgate or door), or find a muddied area in a {{L|cavern}}) (each tile underneath the farm plot must be muddied). Most caverns have entire open areas which will be permanently covered in mud, though beware the underground inhabitants when farming. Any underground surface can be used to create a farm plot, provided you muddy it first. This includes soil layers.{{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
Underground {{L|cavern}}s will most often have multiple {{L|Mud|Piles of mud}} to build Subterranean plots on. Note: Underground {{L|cavern}}s are very dangerous places, it would be a good idea to have a {{L|squad}} guard the farm and to set up walls around the area.&lt;br /&gt;
&lt;br /&gt;
See {{L|irrigation}} for more.&lt;br /&gt;
&lt;br /&gt;
== Above Ground Farming ==&lt;br /&gt;
Above ground farming is basically the same as underground farming, with the distinction that above ground plots ''on soil'' do not need muddying. The complications are that, first, seeds cannot be chosen at embark.  They can either be bought from caravans ({{L|elves}} or {{L|humans}}) or gathered using the {{L|Plant gathering}} designation.  The second complication is that it, ostensibly, must be done above ground, which is dangerous (due to agressive animals, ambushes and sieges).  However, any land which has ever been exposed to sunlight becomes permanently marked as &amp;quot;above ground&amp;quot;, so if you channel some above ground land, remove the resulting ramps, then construct a floor above, where the surface once was, the (now dark and protected) soil will still be suitable for farming {{L|strawberries}}, {{L|longland grass}}, {{L|rope reed}}, and anything else you may find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Irrigation}}&lt;br /&gt;
* {{L|Tile attributes|Tile Attributes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114571</id>
		<title>v0.31:Farmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114571"/>
		<updated>2010-05-23T15:19:34Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Farmer&lt;br /&gt;
| specialty  = Farmer&lt;br /&gt;
| profession = {{L|Farming}}&lt;br /&gt;
| job name   = Farming (Fields)&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Plant Seeds &lt;br /&gt;
}}&lt;br /&gt;
'''Farmer''' is a profession used for the production of {{l|plants}}. Those with this profession are able to plant {{l|seeds}} into any {{l|farm plot}}s constructed, as well as harvesting the plants growing there.&lt;br /&gt;
&lt;br /&gt;
As of &amp;lt;sup&amp;gt;v0.31.01&amp;lt;/sup&amp;gt;, all underground farm plots require {{l|mud}} in each square in order to plant seeds within that square.&lt;br /&gt;
&lt;br /&gt;
Above ground plots on soil do not need muddying.&lt;br /&gt;
&lt;br /&gt;
For more details and a guide see {{L|Farming}} and {{L|Irrigation}}.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114569</id>
		<title>v0.31:Farmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114569"/>
		<updated>2010-05-23T15:09:29Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Farmer&lt;br /&gt;
| specialty  = Farmer&lt;br /&gt;
| profession = {{L|Farming}}&lt;br /&gt;
| job name   = Farming (Fields)&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Plant Seeds &lt;br /&gt;
}}&lt;br /&gt;
'''Farmer''' is a profession used for the production of {{l|plants}}. Those with this profession are able to plant {{l|seeds}} into any {{l|farm plot}}s constructed, as well as harvesting the plants growing there.&lt;br /&gt;
&lt;br /&gt;
As of &amp;lt;sup&amp;gt;v0.31.01&amp;lt;/sup&amp;gt;, all underground farm plots require {{l|mud}} in each square in order to plant seeds within that square.&lt;br /&gt;
&lt;br /&gt;
Above ground plots on soil do not need muddying.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114568</id>
		<title>v0.31:Farmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114568"/>
		<updated>2010-05-23T15:07:20Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Farmer&lt;br /&gt;
| specialty  = Farmer&lt;br /&gt;
| profession = {{L|Farming}}&lt;br /&gt;
| job name   = Farming (Fields)&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Plant Seeds &lt;br /&gt;
}}&lt;br /&gt;
'''Farmer''' is a profession used for the production of {{l|plants}}. Those with this profession are able to plant {{l|seeds}} into any {{l|farm plot}}s constructed, as well as harvesting the plants growing there.&lt;br /&gt;
&lt;br /&gt;
As of &amp;lt;sup&amp;gt;v0.31.01&amp;lt;/sup&amp;gt;, all farm plots require {{l|mud}} in each square in order to plant seeds within that square.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114567</id>
		<title>v0.31:Farmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farmer&amp;diff=114567"/>
		<updated>2010-05-23T15:01:29Z</updated>

		<summary type="html">&lt;p&gt;Birthright: and I say it's not and now who is more authoritative why?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Farmer&lt;br /&gt;
| specialty  = Farmer&lt;br /&gt;
| profession = {{L|Farming}}&lt;br /&gt;
| job name   = Farming (Fields)&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Plant Seeds &lt;br /&gt;
}}&lt;br /&gt;
'''Farmer''' is a profession used for the production of {{l|plants}}. Those with this profession are able to plant {{l|seeds}} into any {{l|farm plot}}s constructed.&lt;br /&gt;
&lt;br /&gt;
As of &amp;lt;sup&amp;gt;v0.31.01&amp;lt;/sup&amp;gt;, all farm plots require {{l|mud}} in each square in order to plant seeds within that square.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheese&amp;diff=111444</id>
		<title>v0.31:Cheese</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheese&amp;diff=111444"/>
		<updated>2010-05-19T17:34:53Z</updated>

		<summary type="html">&lt;p&gt;Birthright: good point about cave spiders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
Cheese is a {{l|food}} item made from {{l|milk}} at the {{l|Farmer's Workshop}} with the cheesemaking labor. It can be eaten as is or cooked into {{l|prepared meal|prepared meals}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;sortable wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|+'''Some Useful Information About Cheeses'''&lt;br /&gt;
|-&lt;br /&gt;
!  Name&lt;br /&gt;
!  Price&lt;br /&gt;
!  Dwarven Trade Good&lt;br /&gt;
!  Human Trade Good &lt;br /&gt;
!  Elven Trade Good  &lt;br /&gt;
!  Milkable Animal &lt;br /&gt;
|-&lt;br /&gt;
!  Dwarven Cheese (purring maggot)&lt;br /&gt;
!  unknown&lt;br /&gt;
!  unknown&lt;br /&gt;
!  unknown&lt;br /&gt;
!  No&lt;br /&gt;
!  Yes{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
!  [[Cow]] Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  No&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  [[Donkey]] Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  No&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  [[Horse]] Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  No&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  [[Two-humped camel]] Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  No&lt;br /&gt;
!  Yes&lt;br /&gt;
|-&lt;br /&gt;
!  [[One-humped camel]] Cheese&lt;br /&gt;
!  50☼&lt;br /&gt;
!  Yes&lt;br /&gt;
!  Yes&lt;br /&gt;
!  No&lt;br /&gt;
!  Yes&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107857</id>
		<title>v0.31:Rock crystal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107857"/>
		<updated>2010-05-09T20:09:12Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{Gemlookup/aux|{{raw|cv:Inorganic stone gem.txt|INORGANIC|{{uc:crystal_rock}}}}|wiki=|uses=* Make {{l|crystal glass}}}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Rock crystal''' is a type of {{l|Gem}}. When combined with {{l|pearlash}}, it is used to make {{l|crystal glass}}. Due to a bug this is currently not functional, though.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
Some players have reported being able to buy uncut gems, including rock crystals, upon embark. It is suspected the ability to purchase rock crystals on embark is civilization dependent. Raw crystal glass is also sometimes available upon embark. Raw crystal glass can also be bought from trade caravans.&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=107856</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=107856"/>
		<updated>2010-05-09T20:08:26Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the {{l|glass furnace}} using {{l|fuel}} with either {{l|sand}} (green glass), {{l|sand}} and {{l|pearlash}} (clear glass), or {{l|rock crystal}} and pearlash (crystal glass). A {{l|magma glass furnace}} can also be used, in which case no fuel is required.&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a {{l|carpenter's workshop}}, with the exception of beds, medical supplies, and possibly other things. In addition, it may be used to produce {{l|gems#Glass|glass gems}}. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for {{l|glassmaker|glassmakers}}).&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the {{l|Glass industry}} page.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Making raw crystal glass or crystal glass items is currently not functional. Depsite rough rock crystals being available, the game will announce 'Needs glass-making rough gems'.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with {{l|magma}}, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=107855</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=107855"/>
		<updated>2010-05-09T20:07:52Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the {{l|glass furnace}} using {{l|fuel}} with either {{l|sand}} (green glass), {{l|sand}} and {{l|pearlash}} (clear glass), or {{l|rock crystal}} and pearlash (crystal glass). A {{l|magma glass furnace}} can also be used, in which case no fuel is required.&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a {{l|carpenter's workshop}}, with the exception of beds, medical supplies, and possibly other things. In addition, it may be used to produce {{l|gems#Glass|glass gems}}. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for {{l|glassmaker|glassmakers}}).&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the {{l|Glass industry}} page.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Making raw crystal glass or crystal glass items is currently not functional. Depsite rough rock crystals being available, the game will announce 'Needs glass-making rough gems'.&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with {{l|magma}}, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=107854</id>
		<title>v0.31:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass&amp;diff=107854"/>
		<updated>2010-05-09T20:05:50Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Glass is produced at the {{l|glass furnace}} using {{l|fuel}} with either {{l|sand}} (green glass), {{l|sand}} and {{l|pearlash}} (clear glass), or {{l|rock crystal}} and pearlash (crystal glass). A {{l|magma glass furnace}} can also be used, in which case no fuel is required.&lt;br /&gt;
&lt;br /&gt;
Glass is valued based on the difficulty in making it, with green glass being the lowest value and crystal glass being the highest.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass may be used to produce most things that can be produced at a {{l|carpenter's workshop}}, with the exception of beds, medical supplies, and possibly other things. In addition, it may be used to produce {{l|gems#Glass|glass gems}}. These, especially ones made of green glass, are excellent practice for aspiring jewelers (and their production provides experience for {{l|glassmaker|glassmakers}}).&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the {{l|Glass industry}} page.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Making raw crystal glass or crystal glass items is currently not functional. Depsite rock crystals being available, the game will announce 'Needs glass-making rough gems'.&lt;br /&gt;
&lt;br /&gt;
==Glass and Magma==&lt;br /&gt;
It is currently unknown if glass still behaves oddly with {{l|magma}}, and this needs to be confirmed. In the previous version, certain glass items would melt and others would not.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107853</id>
		<title>v0.31:Rock crystal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107853"/>
		<updated>2010-05-09T20:05:05Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{buggy}}&lt;br /&gt;
{{Gemlookup/aux|{{raw|cv:Inorganic stone gem.txt|INORGANIC|{{uc:crystal_rock}}}}|wiki=|uses=* Make {{l|crystal glass}}}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Rock crystal''' is a type of {{l|Gem}}. When combined with {{l|pearlash}}, it is used to make {{l|crystal glass}}. Due to a bug this is currently not functional, though.&lt;br /&gt;
&lt;br /&gt;
Some players have reported being able to buy uncut gems, including rock crystals, upon embark. It is suspected the ability to purchase rock crystals on embark is civilization dependent. Raw crystal glass is also sometimes available upon embark. Raw crystal glass can also be bought from trade caravans.&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107835</id>
		<title>v0.31:Rock crystal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rock_crystal&amp;diff=107835"/>
		<updated>2010-05-09T18:33:30Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Rock crystal is a type of Gem. When combined with pearlash, it is used to make crystal glass. Due to a bug this is currently not functional, though.&lt;br /&gt;
&lt;br /&gt;
Some players have reported being able to buy uncut gems, including rock crystals, upon embark. It is suspected the ability to purchase rock crystals on embark is civilization dependent. Raw crystal glass is also sometimes available upon embark. Raw crystal glass can also be bought from trade caravans.&lt;br /&gt;
&lt;br /&gt;
{{Gemlookup/aux|{{raw|cv:Inorganic stone gem.txt|INORGANIC|{{uc:crystal_rock}}}}|wiki=|uses=* Make {{l|crystal glass}}}}&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;br /&gt;
{{gamedata}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Animal_caretaker&amp;diff=107834</id>
		<title>v0.31:Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Animal_caretaker&amp;diff=107834"/>
		<updated>2010-05-09T18:22:17Z</updated>

		<summary type="html">&lt;p&gt;Birthright: not working for me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarves}} with the '''Animal Caretaking''' labor enabled should attempt to treat any injured {{L|pet}} assigned to them. This is either not implemented yet or bugged. Aninmals will heal on their own or not at all.&lt;br /&gt;
 &lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=107357</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=107357"/>
		<updated>2010-05-07T20:57:42Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* Template madness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
:I agree, we need a short tutorial on templates. This is shutting out IPs (and probably the majority of editors) through the backdoor. --[[User:Birthright|Birthright]] 00:32, 7 May 2010 (UTC)&lt;br /&gt;
::[http://www.mediawiki.org/wiki/Help:Template Here] [http://www.mediawiki.org/wiki/Help:Parser_functions you] [http://www.mediawiki.org/wiki/Help:Parser_functions_in_templates go.] [[User:VengefulDonut|VengefulDonut]] 14:20, 7 May 2010 (UTC)&lt;br /&gt;
:::Right. You make it obvious that excessive use of templates will make the wiki unusable for all but a small aristocracy. Plus we would still need a central place frequently visited by editors that links to those pages. Maybe link to the -still missing- ''short'' tutorial next to every template in the articles? --[[User:Birthright|Birthright]] 20:57, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=107284</id>
		<title>v0.31:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=107284"/>
		<updated>2010-05-07T19:30:51Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Ore for {{l|Platinum}}, one of the most valuable metals available, equal in value to {{L|aluminum}}. Its high material value makes it a convenient material for high value rooms for nobles. Especially so, since mining it still leaves a valuable platinum floor.&lt;br /&gt;
&lt;br /&gt;
Native Platinum can occur in veins inside bodies of {{L|magnetite}} and as small cluster within {{L|chromite}}. The veins from magnetite specifically can extend far outside the magnetite they originate from and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native platinum are called ''platinum nuggets''.&lt;br /&gt;
&lt;br /&gt;
==Possible bug==&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite).{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=107283</id>
		<title>v0.31:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=107283"/>
		<updated>2010-05-07T19:25:24Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Native platinum''' is an ore of {{L|platinum}}, one of the two most valuable common metals (the other being {{L|aluminum}}).&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native platinum are called ''platinum nuggets''.&lt;br /&gt;
&lt;br /&gt;
Native platinum can occur in {{l|vein|veins}} in bodies of magnetite; these veins can extend far outside the magnetite they originate from, and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
==Possible bug==&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite).{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=105210</id>
		<title>Dwarf Fortress Wiki talk:Article Consolidation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=105210"/>
		<updated>2010-05-07T00:43:23Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* How about summary and individual pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== From [[Dwarf Fortress Wiki talk:Centralized Discussion|DFW:Centralized Discussion]] ==&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Gems are definitely going to have to be consolidated into their own article. Ores and other valuable stones have too much relevant information to stuff in a table, although the worthless stuff like microcline or slate should definitely be relegated to Table Land (presumably we'd have a Stones page, with extra pages for stuff like obsidian or hematite). I think following the example of articles from 40d is a good idea. -- 114.77.43.223&lt;br /&gt;
:::What is there to know about Hematite except what it makes and where it's found?  What makes it so useful is the metal, which is better described in the Iron page.  Seems perfect for a table to me, alongside the myriad other ores that get mined and smelted exactly the same way.  Obsidian on the other hand has a fairly unique property that wouldn't be well-described in the valuable stones table alone.  --[[Special:Contributions/71.17.242.69|71.17.242.69]] 06:28, 24 April 2010 (UTC)&lt;br /&gt;
I agree that ores/stones/gems should be in combined articles.  I think I could work on something like this today. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 24 April 2010 (UTC)&lt;br /&gt;
:Minerals having their own pages is fine with me. There's a bit of information that can be included on the odd page as well as values, pictures and a wikipedia link. Time is better spent elsewhere. One area that could use some looking into is which material is best for each weapon on the weapons article. It currently doesn't have any information on this at all. [[User:Richards|Richards]] 16:40, 24 April 2010 (UTC)&lt;br /&gt;
::What are minerals? *SCNR* --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
::The &amp;quot;best material&amp;quot; thing is likely to be in flux for some time until Toady gets the damage calculations and so on working. Eventually I'd expect to see something like this in the weapon articles though, naturally. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally I don't think &amp;quot;stubs&amp;quot; are a bad thing. Fish cleaner, fishery and fish cleaning may be put in one article+2 redirects, but there are other topics where there is not much to say, and that's just fine, too. With barely 1000 articles it is also rather silly to talk of clutter. How does Wikipedia manage then? Making ''additional'' guides and summarizations is of course useful (and linking to them).&lt;br /&gt;
::Stubs that stay stubs are a bad thing.  They bury searches in useless results.  Wikipedia does not have the problem of filling in hundreds of EMPTY articles following a premade structure that may no longer be relevant or even sensible.  And if they're staying stubs, really, they don't deserve a page.  --[[Special:Contributions/71.17.241.117|71.17.241.117]] 01:09, 25 April 2010 (UTC)&lt;br /&gt;
:::Er, that was me.  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am not sure why microcline should have it's own article..actually, it should. What I - and a lot of players? - like to do is dig down, find a new stone, look it up. Not just if it's valuable, but also in what layers it appears and if its worth to dig through it into the base layer that may contain interesting or specific stuff. So even when i see that microcline really is everywhere i may decide to not dig on there when I'm looking for, say, platinum. In any case I didn't like the way the table for &amp;quot;generic&amp;quot; stone was organized in the 40d space. As for gems I think we should have both. An article for every gem so i can just check it's value when I find it (before I mine it) without needing the browser search function to find it in a pages-long table, but a table too so we have a central place where one can compare gems with each other. --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
:A table would accomplish all that a lot better than an eternally empty stub or a fancy illustration of microcline would.  Why couldn't it have a column for value?  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
::I'd also add that when you did a search for, say, Diamond, it would bring you to /whatever/page#Diamond but for some reason not forward you to Diamond in the page.  That could probably be fixed, so the search would work for you too. --[[Special:Contributions/71.17.241.117|71.17.241.117]] 03:30, 25 April 2010 (UTC)&lt;br /&gt;
:::That'll be because there's no heading &amp;quot;Diamond&amp;quot; on the Gem page, so the #Diamond part of the URL is effectively discarded. It'd be great if it could jump you to the right part of the table (i.e. where you end up when you hit Ctrl-F and type it in again) but I suspect that's a non-trivial job. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
::Are we clear on the definition of the word 'stub' here? If all there is to say about, say, granite is captured by the table (it's a low-value layer stone, these are its melting &amp;amp; boiling points, whatever) then does the fact that there isn't much text to go with it actually matter? The pictures from Commons and real-world info are nice (and don't fit into a table, though links to WP do of course) but they don't add game value to the article. &lt;br /&gt;
::I think I just convinced myself I ike having both pages and tables. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
By all means, create your giant tables and combined articles. Nobody will be against more useful content. However, please don't destroy the already existing stone and gem pages. If you really want them gone, we can discuss it ''after'' you've made a suitable replacement. [[User:VengefulDonut|VengefulDonut]] 04:42, 25 April 2010 (UTC)&lt;br /&gt;
: Well of course we'd want to replace them with a more useful resource before we remove them, and I also see the potential value in having specific pages, and also table pages.  So I might start working on that [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:33, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lumping everything into a table just means more work for a new player to find the information they are looking for.  Sure, it seems obvious to anyone that's played for more than a day that microcline is pretty but worthless, but new players shouldn't be forced to scroll through potentially confusing tables to find what they want. But big tables DO have value players both new and old, so having BOTH mega-tables and individual pages is the best solution, in my opinion.  The individual pages should however have very clear links to the main stone/gem/ore/etc. pages, plus any information that may be unique to that object.  Don't make it hard on newcomers just to &amp;quot;tidy things up&amp;quot; or whatever.  A wiki is about getting the relevant information to the user, and if the user wants to know about microcline, it should be as simple as typing it into the box.  (on an unrelated note, I apparently don't understand talk pages? why isn't mine signed like everyone elses?)&lt;br /&gt;
:I don't see how having the individual pages forwarding to these, quiet small really, tables would make it harder to find information. If anything it would be easier to find similar types of that item or other things in the same layer. The signature is done if you type ~ ~ ~ ~ without the spaces and is generally prefixed with a -- like so --[[User:Shades|Shades]] 14:58, 26 April 2010 (UTC)&lt;br /&gt;
::You really think this [[40d:Stone]] is a good way of presenting information, especially to new players? Particularly if they just struck, um, orthoclase? Well obviously you do, and other editors too. Well, I don't. [[40d:The Non-Dwarf's Guide to Rock]] is better, but still far from clearly laid out, complete and easily digested. This is not the editors fault, it's just too much info for a table (so either info is missing or it's bloated). (I ''do'' think, though, that both articles are a valuable ''addition'' to the wiki) If I enter orthoclase, I want info on orthoclase. I don't want to read 4 pages and then find orthoclase on the 5th, if I'm patient and lucky, and ''then'' learn less than from an &amp;quot;empty&amp;quot; &amp;quot;stub&amp;quot; like [[40d:Kimberlite]].  Lets make this wiki usable for all players? --[[User:Old Ancient|Old Ancient]] 15:23, 26 April 2010 (UTC)&lt;br /&gt;
:::2 more things: &lt;br /&gt;
&lt;br /&gt;
:::1) stubs: A WP stub is an article that does not contain ''enough'' info or might not even merit an article at all. This does not apply here. The possible lemmata are very limited and this will always be a really small wiki. A lemma is relevant if it is a game term. If there is not much to say about it, then the player has already gained enough from knowing ''that''. Short articles are '''good''' if they are complete.&lt;br /&gt;
:::2) &amp;quot;clutter&amp;quot;: Only auditors[http://en.wikipedia.org/wiki/Auditors_of_Reality] even perceive that. Not users. We have all the (name-)space in the world. I can imagine topics where info can be too fragmented if an overview article is missing, but have a look at how it's not trivial to even make clear what the [[40d:Restraint]] article is actually about; chains, ropes and restraints (AKA &amp;quot;Huh, why have i been redirected here??&amp;quot;). --[[User:Old Ancient|Old Ancient]] 15:45, 26 April 2010 (UTC)&lt;br /&gt;
::::Right now, when the wiki's just an empty skeleton, users can perceive the clutter quite clearly.  And the bigger the skeleton, the more work there is to do.  Pages can always be split out later if need be, but consolidation needs to happen now if ever. --[[User:Corona688|Corona688]] 06:49, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about summary and individual pages? ==&lt;br /&gt;
&lt;br /&gt;
So it seems like we have a lot of points about the value of individual pages, as well as the value of &amp;quot;combined&amp;quot; pages.  How about then we take each article that would apply to: [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] and put a single line at the top saying something to the effect of:&lt;br /&gt;
:''To view details on all &amp;lt;ore/gem/stones&amp;gt; see here''.&lt;br /&gt;
I think this gives value to users who want to look up a specific item, and also to users who want to see similar items.  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 26 April 2010 (UTC)&lt;br /&gt;
:That seems to be the way many people, myself included, are leaning. --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:28, 26 April 2010 (UTC)&lt;br /&gt;
:Though should 'Gems' not be singular for consistency? --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:29, 26 April 2010 (UTC)&lt;br /&gt;
::I think this would be the way to go. --[[User:Briess|Briess]] 20:40, 26 April 2010 (UTC)&lt;br /&gt;
::Details details ;).  Yes, it should.  Let's wait for some more comments on this. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:15, 27 April 2010 (UTC)&lt;br /&gt;
:I'm not sold on the value of individual pages.  Particularly when most of them aren't and won't ever be filled with anything but raws info, except the ones people have helpfully added spiffy pictures to.  Most of the arguments '''against''' tables here are arguments against ugly table arrangements, not tables in general.  If we put them in a table -- a '''good table''' with relevant information as one mineral per row, properly fast-forwarded to by the search -- it will be every bit as relevant and informative as the individual article without the search spam.  Having both essentially doubles the work and threatens to make the articles go out of sync with each other. --[[User:Corona688|Corona688]] 06:43, 27 April 2010 (UTC)&lt;br /&gt;
::Well, there has been some suggestions on having those pages.  Having small articles isn't a big deal and shouldn't be taken as harmful to the wiki as a whole as long as users can still get information easily.  In that sense I agree the value may be low, and perhaps not widespread, but the cost is effectively zero as long as we have a link to the &amp;quot;general&amp;quot; page... so why not? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:20, 29 April 2010 (UTC)&lt;br /&gt;
::Hard to get them out of sync if the data's pulled from the raws, I'd say. As far as I can see from the stone lookup template the raws in question are being stored somewhere centrally anyhow, so they should always be equal. -- [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:35, 27 April 2010 (UTC)&lt;br /&gt;
:::If the raws are being stored centrally, there's even less reason to have the separate pages -- they perform no function but repeating data stored elsewhere. --[[User:Corona688|Corona688]] 14:01, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think, having both (table AND individual pages) would be the best solution. Reasons are the same already listed above. New players type hematite in the search and want to find infos about hematite! Looking a gigantic table with tons of info is to much for a little starting dwarf. By the way i think that all infromation about the stones can't be listed in a single table --[[User:Used|Used]] 10:05, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Exactly. It isn't feasible to pack all of the information about every stone into one table. There isn't any danger of the pages being destroyed as long as nobody tries it while there's no good replacement for them. This is because you will never get to the point where even the creator of such a table thinks it's a good replacement. But please, carry on discussing what would be good or bad to do if you were ever handed one. [[User:VengefulDonut|VengefulDonut]] 13:49, 27 April 2010 (UTC)&lt;br /&gt;
:::It's completely viable to pack the vast majority of stones into a table.  The only relevant info for the vast majority of stones is &amp;quot;grey, sedimentary, sheets, melts at 13000&amp;quot;, why have pages and pages and pages and pages and pages of this?  Only the vanishingly few with any characteristics whatsoever deserve their own pages.  And, for the n+1st time, finding the hematite entry in an ore table is finding perfectly good information about hematite.  It's an ore that's smelted to make iron -- just like all the other ores, identical but for color, weight, layer, and melting points, are smelted to make other metals in completely identical ways.  As long as the search fast-forwards properly to the anchors, all they're missing is a fancy picture of hematite. --[[User:Corona688|Corona688]] 13:58, 27 April 2010 (UTC)&lt;br /&gt;
:::Really, that's the one point I don't see being acknowledged by anyone else here.  Ores, stones, and gems '''are''' all nearly identical, differing in a very limited number of ways.  Individual pages thus add no content and make a lot more work. --[[User:Corona688|Corona688]] 14:11, 27 April 2010 (UTC)&lt;br /&gt;
::::If you think you can do it, my words aren't going to stop you. None of this talk is going to mean anything until (UNLESS) such an all-encompassing table has been made. Your rational choices are reduced to the following: put up or shut up. [[User:VengefulDonut|VengefulDonut]] 16:16, 27 April 2010 (UTC)&lt;br /&gt;
:::::This could be taken more harsh then you probably intended.  Just saying. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:26, 29 April 2010 (UTC)&lt;br /&gt;
::::::It's meant entirely as harsh as it sounds, I'm quite sure of that. --[[User:Corona688|Corona688]] 16:47, 1 May 2010 (UTC)&lt;br /&gt;
:::::You wanted me to do it?  Wow.  I got the impression you wanted the precise opposite.  Okay. --[[User:Corona688|Corona688]] 03:52, 28 April 2010 (UTC)&lt;br /&gt;
::::::I've gotten halfway through making a raws-to-table generator script then got flattened by work and work stress and lack of sleep. --[[User:Corona688|Corona688]] 16:47, 1 May 2010 (UTC)&lt;br /&gt;
::::I don't understand the argument &amp;quot;it's more work&amp;quot; when there are people who WANT to make the pages.  This isn't a company, we aren't on any sort of deadline, and people contribute what they want to contribute.  And if they want to contribute pages for each stone, let them.  I myself was quite frustrated with the stone and gem tables when I was first starting DF.-- [[User:Turkwise|Turkwise]] 02:09, 28 April 2010 (UTC)&lt;br /&gt;
:::::Would you have been as frustrated if they were a) sensible, b) searchable? --[[User:Corona688|Corona688]] 03:52, 28 April 2010 (UTC)&lt;br /&gt;
::::::They probably wouldn't, but I agree that talking about not having pages because they could be replaced by a table which doesn't quite exist, isn't really that valuable.  I agree that if you think this table could be done well then give it a shot and let's see how it turns out.  It looks like a few others have tried to make such a table but I really don't think it's a suitable replacement as-is, agreed? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:26, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I,too, can only repeat: The tables (the 3 or 4 on stone and gem I can think of right now) are good, valuable, but not good ''enough'' to replace the separate articles for a beginner. So those who want the tables: just go ahead and present some concepts. After all, no one wants to delete tables, so the wiki can only get better? --[[User:Birthright|Birthright]] 00:43, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=105209</id>
		<title>v0.31:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=105209"/>
		<updated>2010-05-07T00:33:29Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Native platinum''' is an ore of {{L|platinum}}, one of the two most valuable common metals (the other being {{L|aluminum}}).&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native platinum are called ''platinum nuggets''.&lt;br /&gt;
&lt;br /&gt;
Native platinum can occur in {{l|vein|veins}} in bodies of magnetite; these veins can extend far outside the magnetite they originate from, and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
==Possible bug==&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite).{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105208</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105208"/>
		<updated>2010-05-07T00:32:27Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* Template madness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
:I agree, we need a short tutorial on templates. This is shutting out IPs (and probably the majority of editors) through the backdoor. --[[User:Birthright|Birthright]] 00:32, 7 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105207</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105207"/>
		<updated>2010-05-07T00:29:07Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* If not consolidation, then what? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yeah, it's not the wiki that sucks, the search function is limited. You are simply asking too much. --[[User:Birthright|Birthright]] 00:29, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105206</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105206"/>
		<updated>2010-05-07T00:25:21Z</updated>

		<summary type="html">&lt;p&gt;Birthright: Undo revision 102689 by 203.112.204.202 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts? ==&lt;br /&gt;
Any thoughts on this page?  Any potentially useful organizing ideas? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:I think this is a great idea. --[[User:Briess|Briess]] 17:03, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missing discussions? ==&lt;br /&gt;
Are there any important discussions I've missed, or anything you'd like to discussion that you'd like a location to discuss? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:58, 23 April 2010 (UTC)&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Might I suggest responses go to the just created [[Dwarf Fortress Wiki talk:Article Consolidation|Dwarf Fortress Wiki:Article Consolidation talk page]]. I think this is a big issue worth discussing, and so it deserves to be discussed there. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:34, 23 April 2010 (UTC)&lt;br /&gt;
:I wonder, is there a place here for a Future Versions Ideas page?  I have many ideas for things that could be used in future versions of Dwarf Fort, but there's no way to get the word to Toady that I'm aware of, aside from straight e-mailing him...--[[User:Aescula|Aescula]] 20:55, 25 April 2010 (UTC)&lt;br /&gt;
::I'm not really sure if the wiki is the right place for something like that.  I mostly say that because I don't think that he will look at what we set up for the wiki either.  There is a [http://www.bay12forums.com/smf/index.php?board=5.0 Suggestions Forum] that seems to be the best place for that kind of thing.  I imagine if he looks anywhere he looks there.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:53, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template madness ==&lt;br /&gt;
Okay I was looking at [[DF2010:Native platinum]] and wanted to make the changes but the arrangement of templates make editing the sidebar incredibly complicated even for the fairly good amount of knowledge I have of the wiki.&lt;br /&gt;
&lt;br /&gt;
This really doesn't need to be this complicated.  Could someone explain how it works and more importantly why it needs to be so complicated. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:12, 24 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki skin feedback ==&lt;br /&gt;
I just decided to try out the new skin. I am using it for ten minutes and I already can't imagine using anything different, it's great!--[[User:SanDiego|SanDiego]] 13:54, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== If not consolidation, then what? ==&lt;br /&gt;
&lt;br /&gt;
I don't seem to have a lot of support for article consolidation, and have abruptly been relieved of the time I had to try and help.  Fine.  I still insist the clutter of pages remains troublesome.  Whenever your search is slightly off, instead of returning few to no results, it returns hundreds of irrelevant results.  When I search for BODY_SIZE I don't want creature_standard.txt, grimeling size, mud man size, olmman size, fire man size, insert-material-here-man size or anything else's tags, I'm looking for info on the tags themselves.  Same when I search &amp;quot;raws&amp;quot;, I don't mean those of beetles, whales, walruses, sturgeon, stingray, etc, etc, etc.  Redirects won't fix this until we redirect every possible thing that needs to be redirected, at all, ever, but that seems an even more exhaustive task than tables.&lt;br /&gt;
&lt;br /&gt;
Is it possible to prevent the search from indexing these stub articles, or at least giving them less priority?  The 'whale' page is going to be irrelevant to anyone not searching for whales...  --[[User:Corona688|Corona688]] 17:02, 1 May 2010 (UTC)&lt;br /&gt;
:I agree with you that there isn't the support for consolidation.  I do understand what you're saying.  It seems like there are two possible solutions to your problem.&lt;br /&gt;
:*Better organization: This is entirely possible, but very complicated.  I've been trying to improve this but it is very difficult.  If you don't have the time to work on this and improve it you'll have to rely on my inconsistent free time to make some improvements.  If you have some good ideas besides &amp;quot;make it better&amp;quot; I'm all ears.&lt;br /&gt;
:*Better search:  This is much more difficult, and probably not exactly possible given the extreme constraints that is the mediawiki software.  You'd be pleased to know that we ([[User:Briess]] and [[User:Emi]]) are working on developing a new wiki software specifically for DF.  Details can be found [[Dwarf_Fortress_Wiki:Magmawiki|here]] and [http://www.bay12forums.com/smf/index.php?topic=55613.60 here].  I can only assume that they will make sure to provide improved searching as one of their goals, but if you want to post in the forum thread your wishes that would probably be useful.&lt;br /&gt;
:[[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 20:10, 3 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105205</id>
		<title>Dwarf Fortress Wiki talk:Centralized Discussion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Centralized_Discussion&amp;diff=105205"/>
		<updated>2010-05-07T00:25:07Z</updated>

		<summary type="html">&lt;p&gt;Birthright: Undo revision 102813 by 24.233.72.236 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;А у Вас текст без ошибок, в ворде печатали?&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=105204</id>
		<title>v0.31 Talk:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Butcher%27s_shop&amp;diff=105204"/>
		<updated>2010-05-07T00:23:06Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* beak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Article Quality==&lt;br /&gt;
I'm sorry, but this page doesn't come close to Human quality. It's highly incomplete, lacking several conclusive bits of information. It also has broken links and is terribly organized. I do not see how we can possible pass this on as Human; it needs to be prioritized back to Elven and given ''much'' more attention.[[User:The Architect|The Architect]] 06:34, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts Yielded==&lt;br /&gt;
It seems that creatures now do not give the same thing when butchered. For example I butchered some Hydras in arena mode and none of the Hydras gave the same yield of parts. There seems to be a range in what you get from butchering, or is this just a side effect of now having fatness and size? In one case I got more livers from one Hydra than from a different one, how would this either of these effect major organs?&lt;br /&gt;
&lt;br /&gt;
I was using a drowning tank just to see what these animals would yield. There are some things that stayed the same, like the Hydras always had 7 skulls and 14 eyes. &lt;br /&gt;
&lt;br /&gt;
If the above is the case then the creature pages might need to show a range of values one could expect when butchering a certain animal.&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:56, 7 April 2010 (UTC)&lt;br /&gt;
:I have also noticed this while butchering kittens. Is it possible that the yield is related to butchering skill? --[[User:Soronhen|Soronhen]] 16:03, 7 April 2010 (UTC)&lt;br /&gt;
::Maybe related to both considering that in arena mode you have either no skill or max skill. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 17:09, 7 April 2010 (UTC)&lt;br /&gt;
:One thing I've noticed, after having my Swordsdwarf hunt down a Leopard and him killing it by severing its lower body, was that both the mutilated corpse and the lower body were butcherable, and it might be that some, if not all, parts are duplicated then, as I received two skins from the butchering in total. Unless Leopards generally yield two skins (or can). Correct me if I'm wrong... --[[User:Ramperkash|Ramperkash]] 17:36, 7 April 2010 (UTC)&lt;br /&gt;
::Not all the parts are duplicated, when destroying Hydras with a Swordsdwarf it put body parts every where, and most of them were butcher-able and gave respective cut up things, further testing would have to be done to see if the lower and upper-body give duplicates if separated. I'd say if that happens again compare the body parts and see if the total is similar to one you drown (which should have everything normal).--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:42, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Fat, intestines, meat'''&lt;br /&gt;
&lt;br /&gt;
I seem to remember a forum post saying that the amount of fat you get depends on the fat descriptor (with a creature that's incredibly skinny giving less than one that's behung with rolls of lard), the amount of meat depending on the muscle descriptor (very strong vs. incredibly weak) and the amount of intestines depending on the size descriptor. I'll test that to verify it once I get my fort running, butchery is usually a later-game side project for me.&lt;br /&gt;
--[[User:Syndic|Syndic]] 16:24, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Parts with Unknown Uses==&lt;br /&gt;
Wouldn't tusks be used for crafts as well? I see there are '''Decorate with Ivory/Tooth''' and '''Make Ivory/Tooth Crafts''' commands at the craftsdwarf workshop, and I'd guess that tusks would be considered Ivory, if not Teeth. We'd have to check whether they actually do use tusks for those though.&lt;br /&gt;
&lt;br /&gt;
I checked the raws for tusk-bearing animals; Elephants, Walruses, and Warthogs all use Ivory for their tusks. I'm willing to bet these are used for ivory crafts, but can't test it at the moment. --[[User:Warlord255|Warlord255]] 14:53, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Revamping Templates==&lt;br /&gt;
The (apparently hardcoded) templates on creature pages (which previously listed butchery products) need to be made more flexible. For that purpose, we need to list possible parts here. Afaik, there is no such thing as a &amp;quot;chunk&amp;quot; anymore. That was only a placeholder, after all. Here is the beginning of a list; please expand on it and move/reformat it to the main page when you feel it is complete.&lt;br /&gt;
* Inedible&lt;br /&gt;
** Skulls&lt;br /&gt;
** Bones&lt;br /&gt;
** Teeth&lt;br /&gt;
** Tusks&lt;br /&gt;
** Hooves&lt;br /&gt;
** Skins&lt;br /&gt;
** Scales&lt;br /&gt;
** Nervous Tissue&lt;br /&gt;
* Edible&lt;br /&gt;
** Meat&lt;br /&gt;
*** Prepared Organs&lt;br /&gt;
*** Tripe, Sweetbread&lt;br /&gt;
** Fat&lt;br /&gt;
&lt;br /&gt;
Prepared Organs need their own page, rather than just Intestines. Various preparations (such as Tripe) and organs (Intestines, Brains) belong on such a page. I'll be working on that right now, of course... --[[User:The Architect|The Architect]] 05:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd offer that &amp;quot;craftable&amp;quot; could be another category for bones, skulls, skin, etc. - or, failing that, placing the useless items like cartilage into a &amp;quot;detrius&amp;quot; category.--[[User:Warlord255|Warlord255]] 14:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is also being discussed [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Template_madness|here]]. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:32, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==None of these seem to show up in the kitchen menu?==&lt;br /&gt;
Not even meat - anyone else have this too? --[[User:Confused|Confused]] 21:06, 8 April 2010 (UTC)&lt;br /&gt;
:I might be misinterpriting the situation, but I believe this is because you no longer have the option not to cook meat. I mean, why would you not? --[[User:Zombiejustice|Zombiejustice]] 03:22, 9 April 2010 (UTC)&lt;br /&gt;
::Nope. Is Fixed in 31.02 - back to normal --[[User:Confused|Confused]] 14:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Feathers and scales==&lt;br /&gt;
Ok, so I KNOW I saw a cave crocodile scale. Is this the reptilian version of skin?&lt;br /&gt;
Also, the article says something about feathers. Can we get verification on either of these? --[[User:Zombiejustice|Zombiejustice]] 17:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ask [[User:Soronhen]] who added feathers (?); i can vouch for alligator and cave croc giving scale but not skin. A look at the raws:&lt;br /&gt;
&lt;br /&gt;
donkey:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
cave croc:&lt;br /&gt;
&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
&lt;br /&gt;
giant eagle is less obvious though:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
&lt;br /&gt;
I would read that as giving leather and feather, but I'm surely not trying to check in game ;) --[[User:Confused|Confused]] 17:48, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've tried to stay away from the raws for fear of misinterpreting them. Others who are more confident in their abilities are of course welcome to verify things in this way. I'll edit the article to reflect the scale/skin swap. --[[User:Zombiejustice|Zombiejustice]] 18:45, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm feathers empirically. Both Giant Eagles and Elk Birds yield feathers, which are currently cluttering up my butchers' shops. --[[User:Nimblewright|Nimblewright]] 16:50, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== beak ==&lt;br /&gt;
A buzzard was killed by a trap and now i have 'corpse' and 'beak'. I would expect a beak is also the result of butchering birds, then. --[[User:Old Ancient|Old Ancient]] 16:18, 16 April 2010 (UTC)&lt;br /&gt;
:But it is not. Butchering does not produce beaks. --[[User:Old Ancient|Old Ancient]] 00:04, 17 April 2010 (UTC)&lt;br /&gt;
::I deleted it from the talk page because no one could confirm, but I wrote a while back about getting a beak as well. I had both buzzards and vultures on the map. Perhaps this warrants further looking into, rather than outright dismissal. --[[User:Zombiejustice|Zombiejustice]] 22:59, 17 April 2010 (UTC)&lt;br /&gt;
:::Especially when you consider the variability of butchery products. A reasonable correlation needs to be established between the RAWs and the possible products, and that needs to be our test for information included on this page and creature pages. [[User:The Architect|The Architect]] 02:34, 19 April 2010 (UTC)&lt;br /&gt;
::::Well its quite simple. you can have noses(!) as you can have beaks, from killing creatures, but you can't from butchering. There is no variability of butchery products, except by animal. I have tested butchering a lot (hundreds of animals), and since it is easy to test, just go ahead instead of speculating! --[[User:Koltom|Koltom]] 13:38, 22 April 2010 (UTC)&lt;br /&gt;
:::::My, one of my weapon traps &amp;quot;produced&amp;quot; a goat ''tail'', so combat produces quite a few items butchering does not. --[[User:Birthright|Birthright]] 00:23, 7 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=105203</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=105203"/>
		<updated>2010-05-07T00:19:15Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px solid black&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|meat}}&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared eyes&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared lungs&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared heart&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared intestines&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|chopped liver&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|tripe&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|sweetbread&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared spleen&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared kidneys&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared brain&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|fat&lt;br /&gt;
| can be {{L|cook|cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
| crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|bone|bones}}&lt;br /&gt;
| can be crafted into bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|horn|horns}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
||Nervous tissue&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|skin &lt;br /&gt;
| can be tanned into {{L|leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|nail}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|Feather (if bird)&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
As can be expected, partial corpses as well as mutilated corpses do not provide the &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=100428</id>
		<title>v0.31 Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=100428"/>
		<updated>2010-04-28T01:16:28Z</updated>

		<summary type="html">&lt;p&gt;Birthright: /* Rock mining rate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Channeling==&lt;br /&gt;
Channels create ramps now, apparently. -[[Sagragoth]]&lt;br /&gt;
&lt;br /&gt;
:I really hate this one, I can just imagine all sorts of [[fun]] from pesky ramps leading into water and or magma because we can no longer channel them away. [[User:Doctorzuber|Doctorzuber]] 06:16, 2 April 2010 (UTC)&lt;br /&gt;
::Channels create ramps along the outside of the pit being built. This isn't that big a deal; you can floor over the ramps, go down into them and clear them, etc. - I like it this way, because a one-tile ditch can't stop all the rampaging goblins from eating your face. [[User:Blacken|Blacken]] 06:52, 2 April 2010 (UTC)&lt;br /&gt;
:::If you're making a channel to stop rampaging goblins from eating your face, you now have to channel, remove ramps, and leave an exit that's not on the outside.  Since presumably you're making a moat *before* the goblins arrive, the change to channeling just causes moat-making to be more micro-management intensive, not less effective, and this game hardly needed more micro-management.&lt;br /&gt;
:::The truly annoying part is that there are plenty of instances where you would channel before that you cannot get at the ramp to remove it, such as breaching magma or water layers.  Its unsightly.&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 08:08, 4 April 2010 (UTC)&lt;br /&gt;
:I find this quite useful because now miners can't trap themself that easily when channeling out large areas. Now it takes a lot less micro management to create large multi-story underground chambers. --[[Special:Contributions/84.46.91.253|84.46.91.253]] 17:56, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a dwarf become a miner during an individual combat drill because they were carrying a pick. --[[User:Droid|Droid]] 14:10, 2 April 2010 &lt;br /&gt;
(UTC)&lt;br /&gt;
: Now how should we exploit this? --[[User:Mr Frog|Mr Frog]] 06:55, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Miners through Military ==&lt;br /&gt;
&lt;br /&gt;
If you set your dwarves to use picks as a weapon, and let them do individual training, they will gain mining skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a good way to train a miner to legendary without making unsigltly holes in mountains or caves where miners train up their mining skill. --[[User:Katie|Katie]] 17:46, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rock mining rate ==&lt;br /&gt;
Legendary dwarves do not mine at 100% when they have afflictions (in this case I had a thirsty, drowsy dwarf who had been working himself too hard miss five of seven stones he tried to mine). This gets progressively worse as the miner remains awake. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:128.223.222.131|128.223.222.131]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:This is consistent with previous versions - status afflictions such as hunger, thirst, and drowsines (and probably also nausea/stun) reduce all of a dwarf's effective skills and reduce their working speed as well. --[[User:Quietust|Quietust]] 03:25, 22 April 2010 (UTC)&lt;br /&gt;
::You can imagine how happy I was when I realized that my adept weaponsmith and legendary armorsmith were churning out sub-par steelware and '''why'''. Like this, industrious dwarves are a gamebreaker. --[[User:Birthright|Birthright]] 01:16, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100424</id>
		<title>v0.31:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mining&amp;diff=100424"/>
		<updated>2010-04-28T01:11:07Z</updated>

		<summary type="html">&lt;p&gt;Birthright: mouse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. &lt;br /&gt;
&lt;br /&gt;
There are several types of jobs associated with this skill: &lt;br /&gt;
* '''Mining''' removes the section of the wall while preserving both the ceiling and the floor.&lt;br /&gt;
* '''Channeling''' removes the section of the wall, the floor and if possible places a ramp one level below.&lt;br /&gt;
* '''Ramps''' replaces the section with a upward ramp, also removing the tile and floor one level above.&lt;br /&gt;
* '''Stairs''' builds upward (or downward) stairs.&lt;br /&gt;
&lt;br /&gt;
Mining can only be done in pre-existing stone or soil; built {{L|wall}}, {{L|stairs}} or {{L|ramp|ramps}} cannot be mined. These must be removed using the 'remove construction' option ({{K|q}}, {{K|n}})&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, then press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's agility affects the speed at which material is mined alongside how [[sleep| tired]] they are.&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight the requested action by pressing:&lt;br /&gt;
#* {{K|d}} for mining&lt;br /&gt;
#* {{K|h}} for channeling&lt;br /&gt;
#* {{K|r}} for an upward ramp&lt;br /&gt;
#* {{K|u}} for stairs towards the upper level&lt;br /&gt;
#* {{K|j}} for stairs towards the lower level&lt;br /&gt;
#* {{K|i}} for stairs in both directions&lt;br /&gt;
# Move the cursor to the starting point, then press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined. Tiles can also be designated by using the mouse and left-clicking. This is particularly handy when you want to designate the same tile on several z-levels, typically to create up/down stairs. Leftclick and hold while moving through the z-levels. &lt;br /&gt;
&lt;br /&gt;
==Training Mining==&lt;br /&gt;
Mining skill is important for two reasons: First, it allows miners to dig faster. Second, a higher skill increases the chance that mining will produce a stone, lump of ore, or gem. A legendary miner will always produce a resource unless they are drowsy, hungry, or thirsty. Dwarves will continue acquiring jobs while tired, thirsty, and hungry, and they can easily ruin good resources if they are not stopped from mining important tiles while inhibited.&lt;br /&gt;
&lt;br /&gt;
Dwarves learn by doing. Dwarves gain mining experience for each tile mined, be it stone, ore, gem, or soil. Soil is mined extremely quickly and is the fastest way to train miners. Since the skill of mining also is used in combat, a dwarf with mining enabled that is carrying a pick will increase their mining skill through combat drills. This process is much faster than learning by digging through stone, but not nearly as fast as learning by digging through soil.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
To create a channel with no downward ramps, you have to mine out the area underneath the channel first, or manually designate the ramps created for removal afterwards.  If you wish for these channels to be completely inaccessible from the outside, channel out the access-point (downward staircase). Rampless channels are an effective substitute for walls against melee enemies that cannot fly, and they can be dug out far faster than a wall can be built. However, channels offer no defense against archers or dragonbreath.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces.&lt;br /&gt;
* {{L|Caverns}} &amp;amp;ndash; Large underground tunnel systems.&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}.&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Redundancy&amp;diff=100417</id>
		<title>Dwarf Fortress Wiki talk:Redundancy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Redundancy&amp;diff=100417"/>
		<updated>2010-04-28T01:00:19Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My opinion: Articles should repeat tabled info as text, too. I think tables and such are great, but for the most part I completely blank them out.  --[[User:Birthright|Birthright]] 19:15, 24 April 2010 (UTC)&lt;br /&gt;
:I don't know.  I think tables are highly useful, especially with how MediaWiki lets you rearrange them.  I think the text would just take up more space to convey the same information, personally.--[[User:Aescula|Aescula]] 20:45, 25 April 2010 (UTC)&lt;br /&gt;
:Birthright, can you give an example of what you're thinking of?  Like pick an article and modify it to have text as well as a table (link here in the edit summary). Thanks [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:20, 26 April 2010 (UTC)&lt;br /&gt;
::Yes, that is the beauty of the electronic age, we can use twice the space without wasting or losing anything like paper or, ultimately, trees. We can present information in 2 ways and serve the preferences of 2 kinds of people. Why, we are even making the elves happy..oh, now I know why you are against it.. I am not proposing to have ''any'' information twice, but always consider, this wiki is mostly for beginners. Condensing info is not helpful when it is no longer easily accessible. Tables are probably more used by experienced players. Most articles are written the way i think is good, like [[DF2010:Carpenter]]. Actually that one could have a larger table ;). But the current tendency is to delete all the text and fit it in the table, resulting in &amp;quot;empty&amp;quot; articles. (And then the mineralists move in *sigh*). I for one need more time to make sense of the table than the continuous text. Another example [[DF2010:Aluminum]]. I can imagine editors arguing that the continuous text is already contained in the table and remove it. Ah - a good example: [[DF2010:Mechanic's workshop]]. How is a new player supposed to find out that he needs a table and rope only for a traction bench? Or the other way round: What does a user gain from knowing that a MWS uses Stones, Tables and Ropes? Now, an experienced player will probably ''recall'' 'ah, right, need a rope for the traction bench', but for a beginner we should describe in more detail, and text, what the MWS used for what (instead of deleting the redundant text currently there)  --[[User:Birthright|Birthright]] 01:00, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magnetite&amp;diff=100413</id>
		<title>v0.31:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magnetite&amp;diff=100413"/>
		<updated>2010-04-28T00:53:22Z</updated>

		<summary type="html">&lt;p&gt;Birthright: but not that black sand ;) spaa&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar|{{gamedata}}&lt;br /&gt;
{{stonelookup/0}}&lt;br /&gt;
{{factual|Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of black sand.}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an ore of {{L|iron}}. It appears as large, oval-shaped clusters. A magnetite cluster may sometimes contain {{l|vein|veins}} of {{L|native platinum}}, which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of metalsmithing, magnetite is identical to {{l|hematite}} and {{l|limonite}}. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores - while a vein might hold 100 ore, a cluster can contain around 750.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone&amp;diff=100409</id>
		<title>v0.31:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone&amp;diff=100409"/>
		<updated>2010-04-28T00:47:26Z</updated>

		<summary type="html">&lt;p&gt;Birthright: err&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''(For the beginning player, see also {{l|The Non-Dwarf's Guide to Rock}})''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes {{l|stone management|leaves behind}} material after being mined or {{l|cave in|collapsing}}. Other types of {{l|Mining|minable}} tiles include {{l|soil}} and {{l|sand}}.  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* {{l|Ore}}: stone that produces {{l|metal|metal bars}} when {{l|Smelter|smelted}}&lt;br /&gt;
* Rough {{l|gem}}s: rough gems can be {{l|gem cutting|cut}}, then used to {{l|encrust}} objects and create {{l|window}}s.&lt;br /&gt;
* Other stone: Stone that is not an {{l|ore}} or a gem. Few of these have a use outside of items and structures. ({{l|Obsidian}} is one exception).&lt;br /&gt;
&lt;br /&gt;
{{l|Economic stone}}s are types of stone that can be reserved for a special purpose. For {{l|ore}}s, this is smelting and for {{l|flux|fluxes}}, this is steel production. {{l|Bituminous coal}} and {{l|lignite}} can be reserved for making {{l|coke}}.&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See {{l|stone management}} for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of {{l|metal ore}}s or {{l|gem}}s.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Layer}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone {{l|layer}}s (plus {{l|soil}}, which is not stone). The type of layer is the primary indicator of what kind of {{l|ore}}s you are likely to find on the map, as well as a sign of {{l|volcano|volcanic}} activity.&lt;br /&gt;
&lt;br /&gt;
The types are {{l|sedimentary layer}}s, {{l|igneous intrusive layer}}s, {{l|igneous extrusive layer}}s, and {{l|metamorphic layer}}s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find {{l|limestone}} in a {{l|marble}} layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some {{l|vein|veins and pockets}} of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the {{l|biome}}s on the embark screen.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{l|Sedimentary layer|Sedimentary}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{l|Igneous intrusive layer|Igneous intrusive}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{l|Igneous extrusive layer|Igneous extrusive}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{l|Metamorphic layer|Metamorphic}}&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|#FFF|#CCC}} {{Raw Tile|•|#FFF|#000}} {{l|Chalk}}&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#880|#CCC}} {{Raw Tile|•|#880|#000}} {{l|Chert}}&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Claystone}}&lt;br /&gt;
* {{Raw Tile|∞|#880|#CCC}} {{Raw Tile|•|#880|#000}} {{l|Conglomerate}}&lt;br /&gt;
* {{Raw Tile|`|#FFF|#CCC}} {{Raw Tile|•|#FFF|#000}} {{l|Dolomite}}&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|•|#FFF|#000}} {{l|Limestone}}&lt;br /&gt;
* {{Raw Tile|≈|#880|#CCC}} {{Raw Tile|•|#880|#000}} {{l|Mudstone}}&lt;br /&gt;
* {{Raw Tile|#|#FFF|#CCC}} {{Raw Tile|•|#FFF|#000}} {{l|Rock salt}}&lt;br /&gt;
* {{Raw Tile|#|#880|#CCC}} {{Raw Tile|•|#880|#000}} {{l|Sandstone}}&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Shale}}&lt;br /&gt;
* {{Raw Tile|%|#880|#CCC}} {{Raw Tile|•|#880|#000}} {{l|Siltstone}}&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Diorite}}&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Gabbro}}&lt;br /&gt;
* {{Raw Tile|▓|#CCC|#000}} {{Raw Tile|•|#CCC|#000}} {{l|Granite}}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Andesite}}&lt;br /&gt;
* {{Raw Tile|#|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Basalt}}&lt;br /&gt;
* {{Raw Tile|.|#888|#CCC}} {{Raw Tile|•|#CCC|#000}} {{l|Dacite}}&lt;br /&gt;
* {{Raw Tile|▒|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Obsidian}}&lt;br /&gt;
* {{Raw Tile|,|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Rhyolite}}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|#FFF|#CCC}} {{Raw Tile|•|#CCC|#000}} {{l|Gneiss}}&lt;br /&gt;
* {{Raw Tile|▓|#FFF|#CCC}} {{Raw Tile|•|#FFF|#000}} {{l|Marble}}&lt;br /&gt;
* {{Raw Tile|-|#888|#CCC}} {{Raw Tile|•|#CCC|#000}} {{l|Phyllite}}&lt;br /&gt;
* {{Raw Tile|-|#FFF|#CCC}} {{Raw Tile|•|#FFF|#000}} {{l|Quartzite}}&lt;br /&gt;
* {{Raw Tile|`|#880|#CCC}} {{Raw Tile|•|#880|#000}} {{l|Schist}}&lt;br /&gt;
* {{Raw Tile|%|#888|#CCC}} {{Raw Tile|•|#888|#000}} {{l|Slate}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as {{l|vein|pockets and veins}} inside their respective stone layers (see above). When your miners newly encounter one of them you will receive an announcement, even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as {{l|Olivine}}, have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See {{l|Vein|Veins &amp;amp; Clusters}} for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain {{l|ore}}s and {{l|gem}}s. The types of stone listed here that do not link to their own article are generic.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Alabaster}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Alunite}}||All {{l|Igneous extrusive}}'''(L)''', {{L|Kaolinite}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#fff|#ccc}}  {{Raw Tile|•|#ccc|#000}}||{{L|Anhydrite}}||{{L|Gypsum}}'''(S)''', {{L|Satinspar}}'''(1)''', {{L|Alabaster}}'''(1)''', {{L|Selenite}}'''(1)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|#800|#ccc}}  {{Raw Tile|•|#800|#000}}||{{l|Bauxite}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|#888|#CCC}}  {{Raw Tile|☼|#888|#000}}||{{l|Bituminous coal}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Borax}}||{{L|Gypsum}}'''(S)''', {{L|Rock salt}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|•|#FF0|#000}}||{{L|Brimstone}}||All {{l|Igneous extrusive}}'''(S)''', {{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#FFF|#CCC}}  {{Raw Tile|•|#FFF|#000}}||{{l|Calcite}}||{{L|Limestone}}'''(S)''', {{L|Marble}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{l|Chromite}}||{{L|Olivine}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#f00|#ccc}}  {{Raw Tile|£|#F00|#000}}||{{L|Cinnabar}}||All {{l|Igneous extrusive}}'''(V)''', {{L|Shale}}'''(V)''', {{L|Quartzite}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|#00f|#ccc}}  {{Raw Tile|£|#00F|#000}}||{{L|Cobaltite}}||All {{L|Igneous}}'''(V)''', All {{l|Metamorphic}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Cryolite}}||{{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{l|Graphite}}||{{L|Gneiss}}'''(S)''', {{L|Quartzite}}'''(S)''', {{L|Marble}}'''(S)''', {{L|Schist}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|#|#ff0|#ccc}}  {{Raw Tile|•|#FF0|#000}}||{{L|Gypsum}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{L|Hornblende}}||All {{L|Igneous}}'''(S)''', All {{l|Metamorphic}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{L|Ilmenite}}||{{l|Gabbro}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{L|Jet}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#800|#ccc}}  {{Raw Tile|•|#800|#000}}||{{l|Kaolinite}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#008|#ccc}}  {{Raw Tile|•|#008|#000}}||{{l|Kimberlite}}||{{l|Gabbro}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#888|#CCC}}  {{Raw Tile|•|#888|#000}}||{{l|Lignite}}||All {{l|Sedimentary}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Marcasite}}||{{L|Kaolinite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{L|Mica}}||All {{l|Metamorphic}}'''(L)''', {{L|Granite}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#0ff|#ccc}}  {{Raw Tile|•|#0FF|#000}}||{{L|Microcline}}||All Stone'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#080|#ccc}}  {{Raw Tile|•|#080|#000}}||{{l|Olivine}}||{{l|Gabbro}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#ff0|#ccc}}  {{Raw Tile|•|#FF0|#000}}||{{L|Orpiment}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#ff0|#ccc}}  {{Raw Tile|•|#FF0|#000}}||{{L|Orthoclase}}||All {{l|Igneous intrusive}}'''(L)''', All {{l|Metamorphic}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Periclase}}||{{L|Marble}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|•|#F00|#000}}||{{L|Petrified wood}}||All {{l|Sedimentary}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|#808|#ccc}}  {{Raw Tile|•|#808|#000}}||{{L|Pitchblende}}||{{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|#880|#ccc}}  {{Raw Tile|•|#880|#000}}||{{L|Puddingstone}}||{{L|Conglomerate}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#888|#ccc}}  {{Raw Tile|•|#888|#000}}||{{L|Pyrolusite}}||All {{L|Igneous}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#f00|#ccc}}  {{Raw Tile|•|#F00|#000}}||{{L|Realgar}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|#808|#ccc}}  {{Raw Tile|•|#808|#000}}||{{L|Rutile}}||All {{l|Metamorphic}}'''(S)''', {{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|#ff0|#ccc}}  {{Raw Tile|•|#FF0|#000}}||{{L|Saltpeter}}||All {{l|Sedimentary}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Satinspar}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Selenite}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|#080|#ccc}}  {{Raw Tile|•|#080|#000}}||{{L|Serpentine}}||{{L|Olivine}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|#fff|#ccc}}  {{Raw Tile|•|#CCC|#000}}||{{L|Stibnite}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|#ff0|#ccc}}  {{Raw Tile|•|#FF0|#000}}||{{L|Sylvite}}||{{L|Rock salt}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|#fff|#ccc}}  {{Raw Tile|•|#FFF|#000}}||{{L|Talc}}||{{L|Dolomite}}'''(L)'''&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aluminum&amp;diff=100407</id>
		<title>v0.31:Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aluminum&amp;diff=100407"/>
		<updated>2010-04-28T00:33:19Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|color={{COLOR:7:0:1}} &lt;br /&gt;
|bgcolor={{COLOR:0:7:0}} &lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Native aluminum}} &lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Other than adamantine, aluminum is one of the two highest-valued common metals in the game (the other being {{l|platinum}}). It is the second lightest metal, next to adamantine.&lt;br /&gt;
&lt;br /&gt;
Aluminum can be used as decoration, or to create {{l|furniture}} and other objects. Aluminum cannot be forged into {{l|weapons}} or {{l|armor}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chief_medical_dwarf&amp;diff=100342</id>
		<title>v0.31:Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chief_medical_dwarf&amp;diff=100342"/>
		<updated>2010-04-27T21:06:47Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=&lt;br /&gt;
* allows z-health screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Dwarf is an appointed {{L|noble}} linked to the {{L|healthcare}} system of the fortress. Appointing a Chief Medical Dwarf enables the z-health screen. Other functions have not yet been discovered, possibly due to the many bugs related to healthcare. His only relevant skill seems to be diagnostician. Effects of low skill level are unknown.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Chief_medical_dwarf&amp;diff=100341</id>
		<title>v0.31:Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Chief_medical_dwarf&amp;diff=100341"/>
		<updated>2010-04-27T21:03:18Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble|noble=Chief Medical Dwarf&lt;br /&gt;
|function=&lt;br /&gt;
* ?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Dwarf is an appointed {{L|noble}} linked to the {{L|healthcare}} system of the fortress. His exact function has not yet been discovered, possibly due to the many bugs related to healthcare.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap_maker%27s_workshop&amp;diff=100332</id>
		<title>v0.31 Talk:Soap maker's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Soap_maker%27s_workshop&amp;diff=100332"/>
		<updated>2010-04-27T20:52:25Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There exists both an alchemy(which was used to make soap in 40d) and a soap making skill. ??? [[User:Cpad|Cpad]]&lt;br /&gt;
&lt;br /&gt;
The information in this article is incorrect, as I have observed that the make soap job in the first release of 2010 would appear but only when all ingredients where available. Which includes a barrel of lye(which is oddly made in buckets and then at some time eventually moved into a barrel) also the reaction turned out globs of soap but this is supposed to be fixed in the current release. &lt;br /&gt;
&lt;br /&gt;
:Not working for me, tallow barrel and lye barrel ready, no tasks.--[[User:Birthright|Birthright]] 20:52, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also as soap making appears to be its own skill maybe alchemy should stop redirecting here&lt;br /&gt;
:true. --[[User:Birthright|Birthright]] 20:52, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Game object data error==&lt;br /&gt;
I tried adding the raw file information for the workshop, but it's not displaying correctly. Can anyone help? [[User:Sizik|Sizik]] 16:00, 21 April 2010 (UTC)&lt;br /&gt;
* I fixed it by putting it in nowiki tags, so at least it displays properly now. [[User:Sizik|Sizik]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alchemist%27s_laboratory&amp;diff=100330</id>
		<title>v0.31:Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alchemist%27s_laboratory&amp;diff=100330"/>
		<updated>2010-04-27T20:49:14Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alchemy&amp;diff=100324</id>
		<title>v0.31:Alchemy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alchemy&amp;diff=100324"/>
		<updated>2010-04-27T20:46:13Z</updated>

		<summary type="html">&lt;p&gt;Birthright: Created page with '{{av}}Although listed on the labor menu, Alchemy does not seem to have a function currently.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}Although listed on the labor menu, Alchemy does not seem to have a function currently.&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Soap_maker%27s_workshop&amp;diff=100315</id>
		<title>v0.31:Soap maker's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Soap_maker%27s_workshop&amp;diff=100315"/>
		<updated>2010-04-27T20:42:00Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Workshop|name=Soap maker's workshop|key=S|job={{L|Soaper|Soap maker}}&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 empty {{L|Bucket}}&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Soaper|Soap maker}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Lye}}&lt;br /&gt;
* Animal {{L|tallow}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Soap}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Currently, the soap maker's workshop interface is broken. You can't assign any tasks to it. Soap can be made only by issuing a work order through the manager:&lt;br /&gt;
:{{k|j}}obs --&amp;gt; {{k|m}}anager --&amp;gt; new order( {{k|q}} ) --&amp;gt;''make soap''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&amp;lt;nowiki&amp;gt;[BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
	[NAME:Soap Maker's Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:2]&lt;br /&gt;
	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
	[BLOCK:1:0:0:0]&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':150]&lt;br /&gt;
	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
	[TILE:1:2:'-':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':150]&lt;br /&gt;
	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[TILE:2:1:'-':' ':8]&lt;br /&gt;
	[TILE:2:2:' ':' ':8]&lt;br /&gt;
	[TILE:2:3:' ':150:' ']&lt;br /&gt;
	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:150:' ':8]&lt;br /&gt;
	[TILE:3:2:' ':' ':8]&lt;br /&gt;
	[TILE:3:3:' ':240:' ']&lt;br /&gt;
	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=100314</id>
		<title>v0.31:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=100314"/>
		<updated>2010-04-27T20:39:58Z</updated>

		<summary type="html">&lt;p&gt;Birthright: Lacks information/Contains inaccurate information/Contains information that needs to be verified; therefore clearly elven/stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Native platinum''' is an ore of {{L|platinum}}, one of the two most valuable common metals (the other being {{L|aluminum}}).&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native platinum are called ''platinum nuggets''.&lt;br /&gt;
&lt;br /&gt;
Native platinum can occur in {{l|vein|veins}} in bodies of magnetite; these veins can extend far outside the magnetite they originate from, and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
==Possible bug==&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite).{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=98540</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=98540"/>
		<updated>2010-04-24T21:36:19Z</updated>

		<summary type="html">&lt;p&gt;Birthright: and the rest too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
&lt;br /&gt;
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
&lt;br /&gt;
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}.  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarves, you could no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something close in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See {{l|experience}} for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* &amp;amp; most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bone carver}} is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|caravan}} - barring {{L|losing|the unforeseen}}.  In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it.  &lt;br /&gt;
&lt;br /&gt;
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
:''(* &amp;quot;Wooden practice axes&amp;quot; cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can {{l|Make your own weapons|DIY}} quickly enough.)''&lt;br /&gt;
&lt;br /&gt;
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first.  Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question.  The trade-off is always a balance of cost savings vs. time savings when you first strike the earth.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally as critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, &amp;quot;abandon&amp;quot; the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarves with different names, {{L |attribute|attributes}}, {{L |personality|personalities}} and {{L |preferences}}, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the {{l|preferences}} and {{L |personality|personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items.  &lt;br /&gt;
&lt;br /&gt;
When you pick this option, you currently{{version|0.31.01}} start with:&lt;br /&gt;
&lt;br /&gt;
'''dwarves:'''&lt;br /&gt;
:* one Adequate&amp;quot; {{l|Miner}} (+2 {{l|Experience|skill levels}}) &lt;br /&gt;
&amp;amp; five dwarves with Novice (+1 skill level) in each of the following skills...&lt;br /&gt;
:* {{l|Carpenter}}/ {{l|Bowyer}}&lt;br /&gt;
:* {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}&lt;br /&gt;
:* {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Wood crafter}}/ {{l|Stone crafter}}/ {{l|Bone carver|Bone Carver}}&lt;br /&gt;
:* {{l|Fisherdwarf}}&lt;br /&gt;
:* {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}&lt;br /&gt;
&lt;br /&gt;
:And one &amp;quot;Leader&amp;quot;, with Novice in:&lt;br /&gt;
:* {{l|Wood cutter|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}&lt;br /&gt;
::''plus'' Adequate in:&lt;br /&gt;
:: {{l|Wound dresser|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone doctor|Bone Doctor}}, {{l|Suturer}}.&lt;br /&gt;
&lt;br /&gt;
:''(Note that that last dwarf has far more &amp;quot;levels&amp;quot; in starting skills (by twice!) for a single dwarf than are allowed by &amp;quot;Planning Carefully&amp;quot;, below!)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
:* 2 Copper {{l|pick}}s &lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 5 ''each'' {{l|seed}}s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (&amp;amp; 6 bags)&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 5 pig tail fiber thread &lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bag &lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch &lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
::''Notes:''&lt;br /&gt;
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)''&lt;br /&gt;
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''&lt;br /&gt;
:::3. ''A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. ''&lt;br /&gt;
:::4. ''All wooden items will be of 1 type of wood.''&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not an uncommon choice.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper {{l|pick}}s  || 88 (44 each) || for {{l|mining}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper battle {{l|axe}}s || 136 (68 each) || weapons and {{l|woodcutting}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron {{l|anvil}}  || 100 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 of each underground seed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || | 30 6*5 (1 each) || 6 free bags&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 {{l|Plump helmet}}s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber thread || 60 (12 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber cloth || 70 (14 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber bag || 100 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 pig tail fiber ropes || 60 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  No dogs, no cats || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)&lt;br /&gt;
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.&lt;br /&gt;
:3. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. &lt;br /&gt;
:4. All wooden items will be of 1 type of wood.&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at '''300''' (visible in the lower right corner).  This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  There is no quick and easy solution to this, but the possible options are infinite*.  Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Each {{l|dwarf}} can (over time) learn any or all {{l|skills}}.  Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product.  Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants.  This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.&lt;br /&gt;
* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all {{l|workshop}}s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.&lt;br /&gt;
** {{l|Quality}} is a central concept in the game - it affects {{l|food}}, {{l|alcohol}}, and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel}}s, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapon|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, &amp;quot;leveling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and {{l|furniture}}.  (Or it might {{l|losing|not}}.)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{L|Butchery}} - to control the inevitable catsplosion.  Killing your processor is not a good idea.&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery, now more essential than ever since irrigating is no longer optional.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}} &lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - for {{l|trade|trading}}&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
''Note! - Some new skills in 01.30.01 are unclear as to their use/need - Observer, Fighter, Leader and so on.''&lt;br /&gt;
&lt;br /&gt;
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.  Mining is important but also fast to train, so one or two unskilled miners is usually ample.  You will almost certainly have animals to butcher, but skill in {{l|butchery}} produces nothing of &amp;quot;quality&amp;quot; (meat is meat) and speed is usually not a consideration for the typical demand (butchering unwanted offspring, like kittens).  A minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
&lt;br /&gt;
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them.  Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.  All of the above skills can be used untrained if you so choose, but you will use them.&lt;br /&gt;
&lt;br /&gt;
Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
==== What considerations could inform my skill selection?====&lt;br /&gt;
Every skill not listed in the preceeding section is only used if you want it to be, and the benefits of experience in skills vary considerably.  Skills you choose have to be balanced against your play-style, the environment (danger, ores, other resources), the relative value of the final product, and what you must give up to gain those skills.  You will often want some optional skills, often vastly more than something as useful and desirable as even masonry.  For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
The following may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill.  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
&lt;br /&gt;
====Generalist vs Specialist====&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start.  So you don't need an example of every skill.  A skilled dwarf will produce a better {{l|quality}} product, and/or do it faster, but if that's rarely used, &amp;quot;faster&amp;quot; doesn't mean as much.  Many jobs have no real &amp;quot;product&amp;quot;, and so no quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce &amp;quot;stuff&amp;quot;, not &amp;quot;quality stuff&amp;quot;, or may not be used very often, and/or not be used much after the first year of the fortress.  There are as many opinions about balancing generalists with specialists as there are players.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NEEDS REWRITING ONCE WE HAVE THE NEW DATA&lt;br /&gt;
&lt;br /&gt;
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with.  Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s.  This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}.  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to {{l|Make your own weapons|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime.  Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free {{l|barrel|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one see later and dumping the result could be worth it.)&lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder to find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}) and shells ({{l|cave lobster}}, {{l|turtle}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is a good idea.  Just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANOTHER POINT THAT NEEDS MORE RESEARCH&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--For DF2010&lt;br /&gt;
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)  In general, civilizations that occupy more world-map tiles offer more types of goods, both for embark and for trade. &amp;lt;!-- Somewhat verified on DF2010; this held true on two generated small worlds, saving a 4-tile civ that had 3 more rock types than a 5-tile civ. It seems the same as 40d. 0x517A5D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs, may be critical.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. {{l|Magma}} and rare {{l|metal}}s lure settlers here, but {{l|giant eagle}}s and {{l|chasm}} dwellers are potent threats.  You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes &amp;lt;NEED NEW TIME&amp;gt; in soil, and to Legendary in less than &amp;lt;DITTO&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
To use an example starting build, open data/init/embark_profiles.txt and paste the text into it. Next time you embark, the profile will appear as a possible group to take. Using embark profiles is faster than planning carefully, but totally skips dwarf personality. Dwarves are simply assigned first come, first served.&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-3, Engraving-2&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-2, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-4, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, PlantProcessing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Architect-3, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=98539</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=98539"/>
		<updated>2010-04-24T21:35:50Z</updated>

		<summary type="html">&lt;p&gt;Birthright: pointless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''''Your First Fortress?'''''&lt;br /&gt;
&lt;br /&gt;
::''If you're trying to plan the future, try {{l|what should I build first}}?''&lt;br /&gt;
::''If you're looking for specific, personalized examples of starting builds, see {{l|starting build design}}''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
&lt;br /&gt;
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
&lt;br /&gt;
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}.  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarves, you could no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something close in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See {{l|experience}} for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* &amp;amp; most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bone carver}} is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|caravan}} - barring {{L|losing|the unforeseen}}.  In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it.  &lt;br /&gt;
&lt;br /&gt;
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
:''(* &amp;quot;Wooden practice axes&amp;quot; cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can {{l|Make your own weapons|DIY}} quickly enough.)''&lt;br /&gt;
&lt;br /&gt;
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first.  Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question.  The trade-off is always a balance of cost savings vs. time savings when you first strike the earth.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally as critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, &amp;quot;abandon&amp;quot; the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarves with different names, {{L |attribute|attributes}}, {{L |personality|personalities}} and {{L |preferences}}, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the {{l|preferences}} and {{L |personality|personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items.  &lt;br /&gt;
&lt;br /&gt;
When you pick this option, you currently{{version|0.31.01}} start with:&lt;br /&gt;
&lt;br /&gt;
'''dwarves:'''&lt;br /&gt;
:* one Adequate&amp;quot; {{l|Miner}} (+2 {{l|Experience|skill levels}}) &lt;br /&gt;
&amp;amp; five dwarves with Novice (+1 skill level) in each of the following skills...&lt;br /&gt;
:* {{l|Carpenter}}/ {{l|Bowyer}}&lt;br /&gt;
:* {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}&lt;br /&gt;
:* {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Wood crafter}}/ {{l|Stone crafter}}/ {{l|Bone carver|Bone Carver}}&lt;br /&gt;
:* {{l|Fisherdwarf}}&lt;br /&gt;
:* {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}&lt;br /&gt;
&lt;br /&gt;
:And one &amp;quot;Leader&amp;quot;, with Novice in:&lt;br /&gt;
:* {{l|Wood cutter|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}&lt;br /&gt;
::''plus'' Adequate in:&lt;br /&gt;
:: {{l|Wound dresser|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone doctor|Bone Doctor}}, {{l|Suturer}}.&lt;br /&gt;
&lt;br /&gt;
:''(Note that that last dwarf has far more &amp;quot;levels&amp;quot; in starting skills (by twice!) for a single dwarf than are allowed by &amp;quot;Planning Carefully&amp;quot;, below!)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
:* 2 Copper {{l|pick}}s &lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 5 ''each'' {{l|seed}}s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (&amp;amp; 6 bags)&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 5 pig tail fiber thread &lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bag &lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch &lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
::''Notes:''&lt;br /&gt;
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)''&lt;br /&gt;
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''&lt;br /&gt;
:::3. ''A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. ''&lt;br /&gt;
:::4. ''All wooden items will be of 1 type of wood.''&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not an uncommon choice.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper {{l|pick}}s  || 88 (44 each) || for {{l|mining}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper battle {{l|axe}}s || 136 (68 each) || weapons and {{l|woodcutting}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron {{l|anvil}}  || 100 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 of each underground seed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || | 30 6*5 (1 each) || 6 free bags&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 {{l|Plump helmet}}s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber thread || 60 (12 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber cloth || 70 (14 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber bag || 100 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 pig tail fiber ropes || 60 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  No dogs, no cats || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)&lt;br /&gt;
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.&lt;br /&gt;
:3. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. &lt;br /&gt;
:4. All wooden items will be of 1 type of wood.&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at '''300''' (visible in the lower right corner).  This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  There is no quick and easy solution to this, but the possible options are infinite*.  Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Each {{l|dwarf}} can (over time) learn any or all {{l|skills}}.  Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product.  Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants.  This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.&lt;br /&gt;
* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all {{l|workshop}}s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.&lt;br /&gt;
** {{l|Quality}} is a central concept in the game - it affects {{l|food}}, {{l|alcohol}}, and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel}}s, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapon|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, &amp;quot;leveling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and {{l|furniture}}.  (Or it might {{l|losing|not}}.)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{L|Butchery}} - to control the inevitable catsplosion.  Killing your processor is not a good idea.&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery, now more essential than ever since irrigating is no longer optional.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}} &lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - for {{l|trade|trading}}&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
''Note! - Some new skills in 01.30.01 are unclear as to their use/need - Observer, Fighter, Leader and so on.''&lt;br /&gt;
&lt;br /&gt;
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.  Mining is important but also fast to train, so one or two unskilled miners is usually ample.  You will almost certainly have animals to butcher, but skill in {{l|butchery}} produces nothing of &amp;quot;quality&amp;quot; (meat is meat) and speed is usually not a consideration for the typical demand (butchering unwanted offspring, like kittens).  A minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
&lt;br /&gt;
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them.  Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.  All of the above skills can be used untrained if you so choose, but you will use them.&lt;br /&gt;
&lt;br /&gt;
Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
==== What considerations could inform my skill selection?====&lt;br /&gt;
Every skill not listed in the preceeding section is only used if you want it to be, and the benefits of experience in skills vary considerably.  Skills you choose have to be balanced against your play-style, the environment (danger, ores, other resources), the relative value of the final product, and what you must give up to gain those skills.  You will often want some optional skills, often vastly more than something as useful and desirable as even masonry.  For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
The following may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill.  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
&lt;br /&gt;
====Generalist vs Specialist====&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start.  So you don't need an example of every skill.  A skilled dwarf will produce a better {{l|quality}} product, and/or do it faster, but if that's rarely used, &amp;quot;faster&amp;quot; doesn't mean as much.  Many jobs have no real &amp;quot;product&amp;quot;, and so no quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce &amp;quot;stuff&amp;quot;, not &amp;quot;quality stuff&amp;quot;, or may not be used very often, and/or not be used much after the first year of the fortress.  There are as many opinions about balancing generalists with specialists as there are players.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NEEDS REWRITING ONCE WE HAVE THE NEW DATA&lt;br /&gt;
&lt;br /&gt;
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with.  Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s.  This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}.  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to {{l|Make your own weapons|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime.  Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free {{l|barrel|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one see later and dumping the result could be worth it.)&lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder to find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}) and shells ({{l|cave lobster}}, {{l|turtle}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is a good idea.  Just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANOTHER POINT THAT NEEDS MORE RESEARCH&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--For DF2010&lt;br /&gt;
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)  In general, civilizations that occupy more world-map tiles offer more types of goods, both for embark and for trade. &amp;lt;!-- Somewhat verified on DF2010; this held true on two generated small worlds, saving a 4-tile civ that had 3 more rock types than a 5-tile civ. It seems the same as 40d. 0x517A5D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs, may be critical.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. {{l|Magma}} and rare {{l|metal}}s lure settlers here, but {{l|giant eagle}}s and {{l|chasm}} dwellers are potent threats.  You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes &amp;lt;NEED NEW TIME&amp;gt; in soil, and to Legendary in less than &amp;lt;DITTO&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
To use an example starting build, open data/init/embark_profiles.txt and paste the text into it. Next time you embark, the profile will appear as a possible group to take. Using embark profiles is faster than planning carefully, but totally skips dwarf personality. Dwarves are simply assigned first come, first served.&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-3, Engraving-2&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-2, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-4, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, PlantProcessing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Bookkeeping&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Architect-3, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98538</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98538"/>
		<updated>2010-04-24T21:33:00Z</updated>

		<summary type="html">&lt;p&gt;Birthright: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Please note that many pages seem empty because of the new release.  To view the previous version of an article, click the links in the green information box.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Click [[40d:Main_Page|here]] to view the main page for Dwarf Fortress version 40d.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |      &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial (40d)]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98535</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98535"/>
		<updated>2010-04-24T21:30:57Z</updated>

		<summary type="html">&lt;p&gt;Birthright: merely a redir to important advice (and pretty empty)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Please note that many pages seem empty because of the new release.  To view the previous version of an article, click the links in the green information box.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Click [[40d:Main_Page|here]] to view the main page for Dwarf Fortress version 40d.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |      &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98533</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98533"/>
		<updated>2010-04-24T21:29:04Z</updated>

		<summary type="html">&lt;p&gt;Birthright: no page and in fact no vids for 2010&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Please note that many pages seem empty because of the new release.  To view the previous version of an article, click the links in the green information box.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Click [[40d:Main_Page|here]] to view the main page for Dwarf Fortress version 40d.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |      &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98532</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=98532"/>
		<updated>2010-04-24T21:27:35Z</updated>

		<summary type="html">&lt;p&gt;Birthright: so not ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center;&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!--  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
*****************DO THE FOLLOWING IF THE SHOWN VERSION OR RELEASE DATE IS WRONG********************&lt;br /&gt;
***************************************************************************************************&lt;br /&gt;
- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
- Edit the part of [[Template:current/lastupdate]] before the noinclude to show the release date for that version&lt;br /&gt;
&lt;br /&gt;
That will update the version info for every page on the wiki that uses these templates (including the main page)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Please note that many pages seem empty because of the new release.  To view the previous version of an article, click the links in the green information box.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align: center; color: red; font-weight: bold;&amp;quot;&amp;gt;Click [[40d:Main_Page|here]] to view the main page for Dwarf Fortress version 40d.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto 0em;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for &amp;lt;!-- the [http://en.wikipedia.org/wiki/Roguelike Roguelike] game --&amp;gt; [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and alcohol dependency. The wiki currently has '''{{NUMBEROFARTICLES}} articles'''.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--   &lt;br /&gt;
&lt;br /&gt;
The following places semi random quotes in the quote boxes on the main page. &lt;br /&gt;
It selects from the quote list in [[Main Page/Quote]].&lt;br /&gt;
There are instructions for adding a quote on the talk page.&lt;br /&gt;
/--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width: 48em; margin: 0 auto; text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;{{Quote Box|{{sg}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em&amp;quot;&amp;gt;{{Quote Box|{{:Main Page/Quote|1}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{news}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 90%; max-width: 50em; margin: 0 auto; border-spacing: 1em; clear: both&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #fdc; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Your first fortress]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''*&amp;amp;nbsp;[[Video tutorials]]&amp;amp;nbsp;*'''       &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]]&amp;amp;nbsp;*&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[IRC|Get help from online chat]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Game development]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | *&amp;amp;nbsp;[[The Non-Dwarf's Guide to Rock|Non-Dwarf's Guide to Rock]]&amp;amp;nbsp;* &lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; |  [[Starting build]]s&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Dwarf fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Adventurer mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[DF2010:Arena|The Arena]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Mining]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Mods|Mods]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[World generation]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| '''[[Known bugs and issues]]'''&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/forum/index.php Official Forums], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://forums.penny-arcade.com/showthread.php?t=116092 Penny-Arcade Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t=30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid=3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Blogs:&lt;br /&gt;
| [http://jreengusoccurring.blogspot.com/ Jreengus Occuring: A Dwarf Fortress blog], [http://dfc.smackjeeves.com/ Strike the Earth!]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | [[IRC|IRC Channels]]:&lt;br /&gt;
| [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [[Dwarf_Fortress_Italia| Wiki Italiano]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
[[ru:Заглавная_страница]]&lt;br /&gt;
[[fr:Accueil]]&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=98516</id>
		<title>v0.31:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Native_platinum&amp;diff=98516"/>
		<updated>2010-04-24T20:31:51Z</updated>

		<summary type="html">&lt;p&gt;Birthright: nothing changed there&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Native platinum''' is an ore of {{L|platinum}}, one of the two most valuable common metals (the other being {{L|aluminum}}).&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native platinum are called '''platinum nuggets'''.&lt;br /&gt;
&lt;br /&gt;
Native platinum is '''not''' found in alluvial layers as small clusters. The alluvial layer is a lie!&amp;lt;br&amp;gt;&lt;br /&gt;
Native platinum is '''not''' found within olivine as ''veins''. &amp;lt;br&amp;gt;&lt;br /&gt;
Native platinum is found within magnetite as veins. &amp;lt;br&amp;gt;&lt;br /&gt;
Native platinum is found within chromite as small clusters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Templates are not the answer to everything.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Platinum can occur in veins in bodies of magnetite; The veins originating from magnetite can extend far outside the magnetite they originate from and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite).&lt;br /&gt;
&lt;br /&gt;
{{rocks}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Stone}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Birthright</name></author>
	</entry>
</feed>