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		<summary type="html">&lt;p&gt;Bjh21: /* Levers */ Notes don't exist any more, but levers can be named instead&lt;/p&gt;
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&amp;lt;!-- THIS ARTICLE IS GENERAL THEORY, &amp;quot;THINGS TO CONSIDER&amp;quot;. &lt;br /&gt;
THERE IS NOT ROOM FOR DETAILS OR SPECIFIC SUGGESTIONS.&lt;br /&gt;
Specifics should be put into related articles.--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Editors &amp;amp; Contributors''' - Please see the discussion page before posting. --&amp;gt;&lt;br /&gt;
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:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military design]]'''.&lt;br /&gt;
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In ''Dwarf Fortress'', you will often find yourself beset by hostile creatures looking to murder your dwarves or take their treasures. Protecting your fortress from intruders is a challenging task and a broad, complex topic. A wide variety of [[creature]]s can threaten your dwarves, and there is no one approach or philosophy that perfectly addresses every possibility. Fortress layout, military organization and training, traps and more, all contribute to the overall &amp;quot;defense&amp;quot; and survivability of your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. This guide will pull from many other articles, but will prefer to refer to those rather than re-post information that is already found (and better placed) there.&lt;br /&gt;
&lt;br /&gt;
There are three important things to consider when planning the defenses for your fortress. First, you must protect the fortress itself - the buildings, the hallways, the dwarves within it. But second, protecting the dwarves outside and topside as they go about their work is also important. These two goals can often be rather divergent, as your dwarves may need to wander the open countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, there is game style - you want the game to be &amp;quot;fun&amp;quot; for you, and with some strategies it's quite possible to defend yourself into complete boredom, or just go down a road that is not attractive style-wise. While this article cannot tell you how to have fun, it will comment on this when appropriate, and you should keep it in mind as well.&lt;br /&gt;
&lt;br /&gt;
'''Note''' - There is not room in this article to expand adequately on every sub-topic - ''please'' see specific articles for a ''complete'' discussion as desired.&lt;br /&gt;
&lt;br /&gt;
==General guidelines==&lt;br /&gt;
&lt;br /&gt;
While admitting that &amp;quot;Rules are made to be broken&amp;quot;, there are some general recommendations that have a proven value in defending a fortress:&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong and clear distinction between inside and outside. This usually corresponds to underground and surface, but not always - you can have a complete medieval-style castle complex on the surface. But each point of entry should be hardened against attack. Don't make more entrances than really necessary. If there is a useless or redundant opening, seal it off, one way or another. (Some creatures can destroy [[door]]s if they can reach them, but [[bridge|drawbridges]] are safe.)&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' Think redundancy - one wall may not be enough. With the existence of door-destroying and bow-wielding attackers, double or multiple hard barriers between the inside and the outside are essential to fend off the worst assaults, and if they get inside one barrier it's nice to have another behind that. Sometimes captives will escape their [[cage]]s ''inside'' your fortress. The choke points between the circles are where you build traps and lockable doors, and station troops.&lt;br /&gt;
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* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up - like right now! Plan on being [[siege]]d by scores of [[goblin]] archers, door-breaking [[troll]]s, invisible [[kobold]] master thieves, dive-bombing [[giant eagle]]s, flame-breathing [[fire imp]]s, angry [[elephant]]s, and a [[bronze colossus]] - ''all at once''. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet, and, more realistically, when things go wrong (and with dwarves, they will, just believe it) you will have a buffer of defense to fall back on.&lt;br /&gt;
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==Threats==&lt;br /&gt;
Danger comes in a variety of forms in ''Dwarf Fortress''. Understanding the diverse threats is the first step to keeping your dwarves alive.&lt;br /&gt;
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:*'''Wild animals'''&lt;br /&gt;
::Creatures vary in threat and habits. Some [[animal]]s are quite dangerous, but most are easily excluded by the humble [[door]] or [[Hatch cover|hatch]], even if it's not [[forbidden]]. Some few are able to destroy doors and hatches, statues and other [[building]]s, and some are thieves (see below), or will eat your food (such as [[Grizzly_bear|bear]]s). A lone animal, even a clear predator, will usually flee from a stronger force, but some [[undead]] and evil creatures can be blindly aggressive. Combat is random, and any animal can kill any dwarf - and vice versa.&lt;br /&gt;
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::Wild animals can appear from the topside, but also from the [[cavern]]s that you may accidentally open up while mining (in fact, the worst ones are often from below). In evil or savage [[surroundings]], the creatures can be both much tougher and more aggressive.&lt;br /&gt;
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:*'''Thieves &amp;amp; child snatchers'''&lt;br /&gt;
::Many creatures are &amp;quot;thieves&amp;quot; in the general sense, and offer their own potential headaches - a [[raccoon]] or small tribe of [[rhesus macaque]] or [[mandrill]] monkeys can enter an unsecured area unannounced, grabbing items of value and running, and it doesn't matter how many you kill if one or three make off with some prized possessions. But a creature with a listed ( {{menu icon|u}} ) [[profession]] of [[Thief]] has a few additional nasty surprises, namely being invisible until spotted by your dwarves or [[domestic animal]]s, being able to bypass locked or forbidden doors, being armed with a real weapon, and some imperfect ability to avoid triggering traps (though some seem better at it than others). [[Kobold]]s and [[goblin]]s are individually more dangerous than animals, but when spotted there's a special message, either &amp;quot;'''Protect the hoard!'''&amp;quot; or &amp;quot;'''Protect the children!'''&amp;quot;, as appropriate.&lt;br /&gt;
&lt;br /&gt;
:*'''Ambushes'''&lt;br /&gt;
::An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, but are easier to spot than thieves. The alert message is &amp;quot;'''An ambush! Curse them!'''&amp;quot; They skulk around the outside of your fortress, unseen until they strike, looking for wandering dwarves or caravans entering or leaving. They will often flee off the map if challenged.&lt;br /&gt;
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:*'''Siege'''&lt;br /&gt;
::A [[siege]] is a large number of armed and organized attackers that are announced as soon as they appear on the map. The alert message varies by race - the most common being a goblin siege announcement: &amp;quot;A vile force of darkness has arrived!&amp;quot;. While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. Some sieges bring dangerous creatures to aid the armed attackers. If you are at [[war]] with a civilization, expect annual sieges at least.&lt;br /&gt;
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:*'''Enemy archers'''&lt;br /&gt;
::Attackers with bows or [[crossbow]]s are worth separate mention as they are much, ''much'' more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, as is charging them with inexperienced melee fighters. Well-trained, well-armored melee dwarves or special techniques are recommended to shield your dwarves from the deadly rain of arrows.&lt;br /&gt;
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:*'''Building destroyers'''&lt;br /&gt;
::Some creatures have the [[Creature token|BUILDINGDESTROYER tag]] in their [[Raw file]]. This gives them the fearful capacity of tearing apart your doors and workshops. Constructions built with the {{menu icon|b|n}} keys are safe, and so are [[bridge]]s.&lt;br /&gt;
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:*'''Flying animals'''&lt;br /&gt;
::Currently, tame flying animals cannot fly{{bug|4776}}. Thus, the only flying creatures will be either wild animals (e.g. mundane birds, [[roc]]s, some [[titan]]s) or affiliated with a different (usually hostile) civilization (e.g. some [[animal people]], certain [[exotic mount]]s).&lt;br /&gt;
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::Melee units sit there and do nothing against flying enemies, slowly losing their teeth from attacks from usually weak fliers like buzzards. Therefore you need to make sure you have flak. Often the case is that the ranged weapons disable the enemy such that they can't fly and the melee units finish them off. This is especially the case with flying Forgotten Beasts.&lt;br /&gt;
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:*'''Werebeasts'''&lt;br /&gt;
::A [[werebeast]] is a humanoid cursed by a deity to transform into a savage animal form every full moon.  When in animal form, they are stealthy (invisible until spotted) and extremely strong, and they avoid traps and can destroy buildings.  If a dwarf is bitten by a werebeast in animal form, he may be infected.&lt;br /&gt;
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:*'''Vampires'''&lt;br /&gt;
::A [[vampire]] is a humanoid cursed by a deity to become a bloodthirsty undead horror.  They will disguise themselves as an ordinary dwarf (or other person), with a false name, history, list of relationships, etc.  Their immortality gives them plenty of opportunity to practice skills (particularly social ones), so they will often be elected to a position like mayor.  Once inside your fortress, they will drink the blood of sleeping dwarves, which is usually fatal.  They have enhanced speed, strength, stamina, and pain resistance in combat, and do not need food, water, booze or air (thus cannot be drowned).&lt;br /&gt;
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:*'''Megabeasts'''&lt;br /&gt;
::A [[megabeast]] is a particularly powerful and dangerous creature, such as a [[dragon]] or [[hydra]]. Megabeasts appear alone, with an alert message that mentions the beast by name. They often have unique characteristics which present unusual challenges, but are universally dangerous.&lt;br /&gt;
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:*'''Titans and Forgotten Beasts'''&lt;br /&gt;
::[[Titan]]s and [[forgotten beast]]s are similar to megabeasts in terms of size and strength, but are procedurally generated from random creature parts and may have procedurally generated special attacks (such as fire breath or web shooting) as well. Titans and forgotten beasts appear alone, with an alert message that mentions the creature by name. The two are very similar; titans attack from outdoors and forgotten beasts attack through underground caverns, but otherwise they present the same challenge. A titan from a benign biome will not attack your fort.&lt;br /&gt;
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:*'''War'''&lt;br /&gt;
::Before hitting that {{k|e}} and embarking, {{k|tab}} to civilizations on the pre-embark screen, and see if you are at [[war]] with anyone. If so, things can get hot fast, with more and larger ambushes and sieges, and sooner. This is unusual, but a nasty surprise if you didn't check.&lt;br /&gt;
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==Elements of a defense==&lt;br /&gt;
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''Dwarf Fortress'' is very open-ended, and any number of defensive, engineering, fortification and military principles that have worked in reality will work in DF. Combine different elements into the defense you want.&lt;br /&gt;
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A [http://en.wikipedia.org/wiki/Moat moat] with a drawbridge is perhaps the simplest defense known to dwarvenkind, and not a bad start. The [http://en.wikipedia.org/wiki/Fortifications Fortifications article on Wikipedia] is also a good source of inspiration. But simply shutting the outside world out and allowing invaders to mill about outside your moat is not always a desirable solution. Enemies will still prevent [[caravan]]s and [[migrant]]s from arriving, will kill [[liaison]]s, and prevent any desired outdoor activities. They may also cause lag by their relentless pathing. In addition, ''Dwarf Fortress'' players often find it enjoyable to perpetrate mass slaughter of invaders, rather than helplessly glare at them from inside their caves.&lt;br /&gt;
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For this, you will need a more complicated defense than a passive ditch and walls. One common method of defense is to build a walled structure above the entrance to your fortress, stationing Marksdwarves on the second floor overlooking the drawbridge-entrance. Another is to engineer a very long but narrow entrance, at the end of which are [[ballista]]e waiting to unload at unfortunate monsters in the field of fire. The variations are infinite.&lt;br /&gt;
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===Physical layout===&lt;br /&gt;
These are the [[wall]]s, [[floor]], [[fortification]]s and so on that create the [[archery tower|towers]] and perimeters of your fortress, acting as physical barriers for your dwarves and against threats. However, they always work in conjunction with the other elements. Creative use of layouts can achieve some quite satisfying results.&lt;br /&gt;
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For reference, arrow fire is usually about 20 tiles, though stray shots can travel further, and firing from higher elevations actually ''reduces'' the range about 1:1.&lt;br /&gt;
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=====Terrain=====&lt;br /&gt;
:The lay of the land can be your friend, but the way of the dwarf is to shape the land as needed. Removing [[Ramp|slopes]] can create safe, private terraces and valley walls that prevent all access. Chasms and [[river]]s (not brooks!) create hard barriers, but an open chasm or magma vent can be a source of dangerous creatures. Small hills can serve as vantage points for [[archer]]s (yours or theirs!), but if carved with stairs leading up from within, they can be quick strategic strongpoints. Narrow valleys can become chokepoints for entrances, where your [[marksdwarf]]s can overlook any who come and go. Augmented by [[construction]]s below, the terrain becomes your first option for defense.&lt;br /&gt;
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:Do note that invaders can climb walls and, in some cases, swim rivers or moats. This limits somewhat the usefulness of natural defences, but with care they can be augmented by [[construction]]s and still provide important first-line defences.&lt;br /&gt;
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:Some players take quite a while before their first unpause, using that time to look around and think about the terrain, planning their fortress entrance and envisioning basic defenses.&lt;br /&gt;
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=====Walls=====&lt;br /&gt;
:Constructing walls around your entrance is the simplest start, and an essential part of fortress defense, but a wall alone is not a complete defense. Creatures can climb on 1 z high walls. Flying enemies (such as swarms of birds) can fly over a wall, so you might want to build a ceiling to seal off particularly important areas. A [[siege]] can include enemies who can knock down walls. &lt;br /&gt;
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:Not only does a wall keep most enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To help protect against that, build [[fortification]]s.&lt;br /&gt;
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=====Fortifications=====&lt;br /&gt;
:[[Fortification]]s are the marksdwarf's friend. They do not allow passage, but allow hand-held missile weapons to pass through, and are often placed on top of walls for tactical advantage. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no chance of the missile being blocked if the firer is adjacent to the fortification, with increasing chances as any distance increases. Keep your marksdwarves close and keep enemies away - if an enemy archer can walk up to your fortifications, now they're adjacent too, and the fortifications will have zero effect. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. Fortifications have no effect on [[siege engine]]s.&lt;br /&gt;
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:Like Fortifications, Vertical [[Bars]] and Wall [[Grate]] will also allow projectiles to fire through them while impeding units' movement, but these constructions provide no defense - the missile fire works both ways equally. Unlike Fortifications, Bars and Grates may be connected to a [[Lever]], and opened or closed remotely - thus, they are good for forming a portcullis.&lt;br /&gt;
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:: Consider a wall of fortifications, then further away from your fort a wall of Bars. Your marksmen are always adjacent to the Fortifications however the enemies can only ever get as a close as the bar wall. While the wall doesn't offer any extra protection it does stop the enemy at the fortification problem. Also can be achieved by a ditch in front of the fortification.&lt;br /&gt;
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:Now that dwarves can climb 1z walls, it is possible for dwarves hiding behind fortifications to dodge ''over'' said fortifications when they come under enemy fire, even if that enemy fire is coming from the far side of the fortification. If you happen to have lava moat on the far side of your fortifications, this can lead to unforeseen Fun.&lt;br /&gt;
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=====Doors (&amp;amp; Hatches)=====&lt;br /&gt;
:[[Door]]s are the simplest way to keep an enemy out. (A [[floor hatch]] in this sense is just a [[Z-level|Z-axis]] door, and in most ways works the same.) Most creatures will be stopped by any door or hatch, though some others can smash them. With a little tinkering, doors can be made 3 tiles wide or more, but this remains mostly for aesthetics without much practical use, as [[caravan|wagons]] will still not be able to pass them. You can [[forbid]] doors to keep (most) hostile humanoids and creatures out, and your dwarves in. &lt;br /&gt;
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:Forbidding all doors and entrances breaks the pathfinding of enemies, making them lurk at the map border where they entered, which can be quite inconvenient in the case of an invisible ambush that then rushes at your fort in just the moment your civilian dwarves move out to, say, cut trees.&lt;br /&gt;
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=====Floodgates=====&lt;br /&gt;
:[[Floodgate]]s, alone or in a line, may be used as removable walls since they need no support and disappear when &amp;quot;opened&amp;quot; remotely, although using a wide drawbridge will be much more economical in terms of materials and [[mechanism]]s. (Be aware that [[building destroyer]]s can batter down closed floodgates, and ''any object'' can prevent a floodgate from closing again, even a single, stray crossbow bolt or [[monarch butterfly]] remains.)&lt;br /&gt;
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:A floodgate can be used just like a door, with two differences: A floodgate can be placed anywhere, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves.&lt;br /&gt;
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=====[[Moat]]s=====&lt;br /&gt;
:Channeling a ditch is a fast and effective defense. Creating an effective moat requires several steps, including designating ramp removal. The moat doesn't have to be filled with water or magma. A dry moat is actually a better defense than a water-filled moat, because many creatures can swim across a water-filled moat. If you want to build an access/escape route for your moat, consider where it leads - the enemy might use that too. &lt;br /&gt;
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:Keep in mind that moats filled with water will freeze periodically in Temperate climates. This can work against you, letting the enemy cross it with ease and waltz right up to your defenses, but they can also work in your favor if the enemy happens to be swimming or treading on it as it freezes or thaws, respectively. A compromise would be if the moat and wall combination had at least five z-levels (preferably block walls) to climb above the water level; then the enemy would still have to climb. &lt;br /&gt;
&lt;br /&gt;
:A moat cuts off access for your dwarves as well, so a [[bridge]], one that raises or retracts, is usually included in the design. But a moat with a non-retractable bridge is still potentially useful; it keeps enemy archers away from your fortifications and it channels enemies into a narrow and potentially trap-ridden path.&lt;br /&gt;
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=====[[Bridge|Bridges]]=====&lt;br /&gt;
:Bridges come in three forms - a permanent construction ''(e.g. a [[floor]] constructed over a void)'', a retractable bridge, and a drawbridge. The latter two types have a maximum size of 10x10 (including one solid &amp;quot;anchor&amp;quot; line of tiles at the base), and require linking to a lever before they are raised, lowered, or retracted. Until they are linked and moved, bridges will act as mere floor tiles.&lt;br /&gt;
&lt;br /&gt;
:A raising or retracting bridge over a deep trench is a simple and ''nearly'' air-tight defense - only flying creatures can pass over it. The raised bridge also blocks arrow fire for anything behind it. [[Channel]]s may be dug to form ditches or moats; be aware of what might exist or be planned for the next [[z-level]] down. For defensive purposes they do not need to be filled with anything - as in the middle ages, a dry ditch is more than enough to prevent ground units from approaching (though of course, projectiles may be launched over it with impunity). With a retracting [[bridge]] over the moat, any units or items on top of the bridge will be dropped into the moat (and, if the moat is filled with water, drown unless they can swim out; if it is filled with magma, they burn to death.)&lt;br /&gt;
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:Bridges can throw creatures if they are caught standing on them when the bridge is raised or retracted. They are tossed some distance in a random direction, possibly injuring them upon their landing. Creatures underneath a drawbridge when it is lowered are [[Dwarven Atom Smasher|utterly annihilated]], making bridges a potential weapon.&lt;br /&gt;
&lt;br /&gt;
:A drawbridge functions as a wall when it is in the &amp;quot;raised&amp;quot; position, sealing the passage one z-level it raises against. However, this doesn't work with retracting bridges. A raising drawbridge functions as big remote control door, sealing an entrance when it is &amp;quot;up&amp;quot;. Consider this when choosing the direction a drawbridge will raise. As for its value as a door, an actual [[door]] activates automatically and immediately and is more suitable for smaller-scale one-tile passageways, whereas for your drawbridge &amp;quot;door&amp;quot;, you will have to manually assign lever pulling jobs to open and close it.&lt;br /&gt;
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:There are three important things to remember:&lt;br /&gt;
:# Always build the bridge to raise towards the ''inside'' (so that it completes your wall).&lt;br /&gt;
:# The [[lever]] has to be pulled by a civilian or off-duty militiadwarf, not a full-time soldier.&lt;br /&gt;
:# Water can freeze solid in cold weather, therefore the moat your bridge crosses over becomes solid terrain.&lt;br /&gt;
&lt;br /&gt;
:Also, some rare creatures can cross fluids, even magma. Nothing but flying creatures can get out of a channel.&lt;br /&gt;
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====Remote control====&lt;br /&gt;
:*'''Barriers'''&lt;br /&gt;
::If you link a [[lever]] to a door, hatch cover or floodgate, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. (It's unknown if [[thief|thieves]] can bypass a closed door once it's linked to a lever or pressure plate.) There is often a frustrating delay between ordering a lever pulled and when a dwarf pulls it, and another shorter one between pulling the lever and the barrier responding.&lt;br /&gt;
&lt;br /&gt;
::Any item or creature in an open barrier at the moment it tries to close will not only prevent that barrier from closing, but that &amp;quot;close&amp;quot; signal will be lost. Any lever will have to be pulled twice more - to reset to &amp;quot;open&amp;quot;, and then to (try to) close again. This is not the case with drawbridges, which crush anything and everything below them when they close.&lt;br /&gt;
&lt;br /&gt;
:*'''Automated barriers &amp;amp; traps'''&lt;br /&gt;
::You can automate a barrier or trap by using a [[pressure plate]] instead of a lever, but there are complications there. Unless the 'Citizen' setting is set, only &amp;quot;enemies&amp;quot; or wild creatures will trigger a pressure plate; your dwarves and tame animals can walk on it all day long. If the 'Citizen' setting is set, dwarves, diplomats, traders, and tame animals can also activate the pressure plate. No device, trap or barrier, can be constructed in a tile where a pressure plate is - that is the only constructed object that can be there. But with creativity, this can still be a powerful addition to your fortress defense.&lt;br /&gt;
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===Traps===&lt;br /&gt;
:''Full article: [[Trap design]]&lt;br /&gt;
&lt;br /&gt;
Walls, bridges and fortifications provide barriers that stop intruders. However, the easiest way to ''kill'' intruders is to use [[trap]]s. A line of traps can wipe out an entire ambush, and inflict significant damage on a siege. However, be aware that a design using vast numbers of traps has the potential to take some of the [[fun]] and challenge out of the game - use accordingly. Also, some creatures avoid traps (kobolds, forgotten beasts) and will simply walk right over them with impunity, unless they fall unconscious or get webbed while on one.&lt;br /&gt;
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===Defensive Engineering===&lt;br /&gt;
There are several types of [[trap]]s that a [[mechanic]] can place in a single tile and that target a single creature, but there are larger, more complex traps that only you can design, using [[lever]]s, [[pressure plate]]s or other constructions.  The limiting factor is your own imagination.  Some examples of the more common designs include:&lt;br /&gt;
&lt;br /&gt;
====The drowning chamber====&lt;br /&gt;
Take reservoir filled with water, and put a retracting bridge over it.  When enemies are on the bridge, retract it -- they will fall (or be flung) into the water and drown.  Variant one: use magma instead of water.  Variant two: trap the enemies in a room and then flood it.&lt;br /&gt;
&lt;br /&gt;
If you allow a way to remove the water temporarily, you can even retrieve their [[:goblinite|belongings]] for your own use.&lt;br /&gt;
&lt;br /&gt;
====The dodge-em trap====&lt;br /&gt;
One of the disadvantages of the weapon trap is that skilled or lucky enemies can dodge the pointy bits.  The dodge-em trap uses the targets' dodging ability against them.  Create a narrow, elevated walkway with empty space on the sides.  Place weapon traps on the walkway.  The goal of the weapon traps is not to kill the enemy, but rather, to make the enemy ''dodge'' -- typically into the open space on one side of the walkway.  [[Gravity]] takes over at that point, and the deceleration trauma at the end of the trip has the final say.  The higher the walkway is, and the more dense the floor material at the landing site, the more damage the enemies will take upon impact.&lt;br /&gt;
&lt;br /&gt;
Using lots of low-power weapons (such as training spears or spiked wooden balls) in the traps can increase the chances of forcing a dodge, rather than impaling the enemy ''in situ'' and [[Trap#Weapon_Trap|jamming]] the trap.&lt;br /&gt;
&lt;br /&gt;
Don't let your dwarves engage the enemy in melee on the walkway.  Your dwarves will dodge and fall....  Firing crossbow bolts at enemies on the walkway from behind fortifications is fine, though.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
:''Full article: [[Military]]&lt;br /&gt;
&lt;br /&gt;
A [[training|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Building defenses to keep them safe is easy - keeping your military ready and in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
A sufficiently large military can be used as a reactive force to rescue ambushed dwarves and safeguard the passage of caravans through unknown dangers, or even to sally out and meet a sieging force ''mano a mano''. The disadvantages are many -- soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost. Training is slow and erratic unless carefully micromanaged (or unless a [[danger room]] is employed). On-duty dwarves will not retreat under any circumstances, and ''hold your position'' is way beyond their tactical ability, so battles may quickly spill out of your control. Therefore, keeping a lot of dwarves in a squad will increase your odds of survival when someone picks a fight with a pack of [[undead|zombie]] [[troglodyte]]s. Dwarves are also failure-prone -- even when not injured, they need time off for sleeping, eating and drinking.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, a military force gives you options not available any other way. See [[military design]] for various possibilities.&lt;br /&gt;
&lt;br /&gt;
===Early warning===&lt;br /&gt;
Some threats (sieges, titans, ...) are announced upon arrival, but others are sneaky.  Thus, it's helpful to detect the more subtle threats before they start gutting everyone in your library.&lt;br /&gt;
&lt;br /&gt;
Some animals (see below) make excellent, albeit expendable, sentries.  In the case of building destroyers, you can set up statues, doors, and other furniture.  These may serve not only as alerts, giving you a notification when a statue is toppled, but also as lures or delays.  While the enemy is distracted by all the pretty doors, you have time to get your military into position.&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
Any animal (or dwarf) can act as a sentry - if a hidden enemy comes close to them, that enemy may be revealed (depending on the sentry's [[Observer]] skill). If that happens, an [[announcement]] is generated and the game is paused. Most animals aren't strong enough to take more than one armored goblin warrior, and enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, even a kitten will do the job, and some players prefer not to risk a useful animal. You can also use this as opportunity to [[pasture]] some unwanted pets in strategic locations.&lt;br /&gt;
&lt;br /&gt;
Guard animals are a good second line of defense in open entrances after your traps. A wardog can usually tear a thief apart, and will (briefly) delay goblin warriors while you respond. Also, the death of any animal will be [[announcement|announced]] (but the game will not pause), alerting you to the threat if you were not already aware of it. (Note - Some [[tame]]d animals will not fight goblins!)''&lt;br /&gt;
&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress. Such an animal chained out on the far side of the map can alert you to ambushes that start there before they threaten your local dwarves.&lt;br /&gt;
&lt;br /&gt;
[[Restraint|Restrain]] animals in narrow corridors (width 1 or 2), or in matched pairs against the walls of 3-wide corridors, preferably in places where enemy archers can't easily fire at them.&lt;br /&gt;
&lt;br /&gt;
Or, if you feel like being &amp;lt;strike&amp;gt;evil&amp;lt;/strike&amp;gt; resourceful, you could attempt to get a dragon (good luck), and watch as goblins run towards it and get burned to ashes.  (Be careful not to ignite your dwarves!)&lt;br /&gt;
&lt;br /&gt;
Note that animals, like dwarves, will obey burrow restrictions and alerts. If no tasks are able to be done in the area where your defense animal is pastured, the animal itself will not fight back, and instead serve only as a punching bag for the invader(s).&lt;br /&gt;
&lt;br /&gt;
===Siege engines===&lt;br /&gt;
:''Full article: [[Siege engine]]&lt;br /&gt;
&lt;br /&gt;
Siege engines take some planning to use effectively, and have a range of about 100 tiles compared to a crossbow's 20 or so. Both catapults and ballistae can be very deadly, but both have their drawbacks -- they take time to reload and can only hit targets at the same z-level, and they are woefully inaccurate in the hands of unskilled operators or when loaded with low-quality bolts. Furthermore, they're manned by civilians, who will abandon their posts should the enemy get too close.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Now you know what you might face, and what cards you have in your hand. To that we add complications, things that make defense so much [[fun]]...&lt;br /&gt;
&lt;br /&gt;
===Surface jobs===&lt;br /&gt;
There are many times when dwarves want to work on the surface. [[Wood cutting]], [[Herbalist|gathering plants]], [[hunting]], [[fishing]], [[mining]] exposed [[vein]]s or [[gem]]s, building defenses or other structures, [[grower|growing]] above-ground [[crop]]s, [[Health care|helping wounded comrades]] or recovering dropped items are only the most likely. Often they are alone and vulnerable to [[creature|wild beasts]] or [[ambush]]es.&lt;br /&gt;
&lt;br /&gt;
[[Burrow]]s are one option to handle civilian eagerness, but only [[squads|soldiers]] can currently be broken up by burrow - civilians are all grouped into the same category, so when you try to restrict civilians to one burrow to stop them from going outside, you should make sure they can still access the whole of your fort (especially if it's still expanding). You can try to wall in huge areas of the map, possibly with drawbridge gates that can open for caravans, but the larger the area, the vaster the project, the further your dwarves will be from existing defenses, and the more time they will spend working above ground. &lt;br /&gt;
&lt;br /&gt;
Making smaller enclosures in key areas with underground tunnels leading to them can be an easier first step. Likewise, tunneling to the inside of an exposed vein of ore keeps your miners sealed from the outside until you are prepared to mine the last tiles, possibly after placing doors or walls just inside that tunnel. Having military stationed or patrolling nearby is another option.&lt;br /&gt;
&lt;br /&gt;
* '''Burrows.''' Making effective use of the burrow system, it's very easy to set a safe place designated as an emergency burrow and restrict civilians to it. Setting that alert state when there are enemies about causes your dwarves to immediately run to the emergency burrow and stay there until the alert is turned off.&lt;br /&gt;
&lt;br /&gt;
* '''Lock the front doors.''' It takes a truly airtight fortress to keep the entrance open while there are still enemies outside. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it.&lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''Labor''' {{menu icon|y}} -&amp;gt; ''Standing orders'' -&amp;gt; ''Sieges and forbidding''.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can easily delete your Graveyard [[stockpile]]s. Dwarves don't haul things if there's no stockpile to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
===Water sources===&lt;br /&gt;
Access to [[water]] can be vital. Wounded dwarves need water, so if there's not an underground water source you'll lose valuable soldiers to thirst. Try to have a [[well]] or [[reservoir]] your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.&lt;br /&gt;
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Some water sources are good locations for [[fishing]], providing food during longer sieges.&lt;br /&gt;
&lt;br /&gt;
===Civilians trapped outdoors===&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy, and the enemy ''will'' find them. Having more than one entrance can be useful here, but each requires adequate defenses - the weakest link and all that. If you make these entrances accessible by drawbridge only, with a (short) moat outside that, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
&lt;br /&gt;
===Trade depot &amp;amp; caravans===&lt;br /&gt;
Factoring in 3-tile wide access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants can reveal ambushes and thieves like any other creature, and their arrival is frequently accompanied by an ambush or a [[siege]]. If the merchants run into an enemy squad, they can be slaughtered before reaching your doors, and that hurts your reputation (as well as possibly causing your civilian dwarves to want to go running out and collect their dropped items). Consider sending heavily armored escorts when expecting a caravan (usually the middle of the third month of each season, except winter). Unless it's an elven caravan, it will have some guards escorting it, and you can take advantage of the distraction to attack an enemy from both sides, but keep in mind that if the merchants themselves are under attack, they will flee.&lt;br /&gt;
&lt;br /&gt;
You will possibly want to build the depot inside your walls/defenses with retractable-/draw-[[bridge]]s, so you can seal an enemy out while you conduct your trading. Keeping the Depot at the center of the map also lets your dwarves drag things to it faster, and leaves it to the caravan to do the hauling.&lt;br /&gt;
&lt;br /&gt;
A common trade depot design involves ''two'' separately sealable paths: one from the outside to the depot, and the other from the depot to the inside of the fortress.  This &amp;quot;airlock&amp;quot; design helps keep your inner fortress safe even if the trade depot becomes compromised.&lt;br /&gt;
&lt;br /&gt;
The [[Wagon#Depot Accessibility|Depot Access]] command ({{k|D}}) shows three-tile-wide paths a caravan's wagons can take (''this [[Missing features|function is missing]] in the current versions''). Caravans ''still appear where those paths meet the edge of the map'', even if they have no wagons (elves don't use them). By choosing a brook bed recessed into the ground, or building floors to block travel around the edge of the map, it is possible to keep a caravan path only a few squares wide at the edge of the board, which is completely separate from all other visitors to the map. In this way you can leave the path to your Depot open all the time with virtually no risk from sieges and random creatures unless they enter one of those few squares.&lt;br /&gt;
&lt;br /&gt;
===Branching corridors===&lt;br /&gt;
Enemies will take the most direct path to your fortress, (even if it's not very direct at all). You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
Alternately, you can have a primary, convenient, direct 3-wide path to your fortress open most of the time, with a convoluted detour that is forced (by drawbridges) only during sieges, lined with traps and overseen by marksdwarves. The possibilities are infinite.&lt;br /&gt;
&lt;br /&gt;
===Levers===&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your various entrances, traps and other defenses. Or any lever at all, for that matter. Make sure they are either central or close to locations of idle dwarves, or both - near a [[Activity zone|meeting area]] or bedrooms of [[nobles]] is often a good plan. Make sure that the entire path to each lever is [[underground]] or your dwarves might be unable to reach them if told to stay in certain warrens (test this during peacetime!) Try putting all your defense-related levers in a single room, perhaps down a staircase from your meeting area, and put a door (or hatch) on the entrance(s). Then you can lock your lever-puller inside to ensure rapid response time. &lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room. Pumping is a good way to build up your dwarves' [[attribute]]s regardless of whether the pump is doing work or not. If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators. Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
&lt;br /&gt;
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[waterfall]]s. (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
Name each lever, and the attached device if necessary, to indicate what it does. If you come back to a game after a week and can't remember your levers, they are useless (or, worse, &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[Fun]]!) Color code your levers with different color [[mechanism]]s if that works for you.&lt;br /&gt;
&lt;br /&gt;
==General Suggestions==&lt;br /&gt;
&lt;br /&gt;
===First concerns===&lt;br /&gt;
&lt;br /&gt;
====Pre-embark decisions====&lt;br /&gt;
Defense starts before the game does, at embark when you're choosing your location, your dwarves' starting skill mixes, and your starting equipment and supplies.  If you expect trouble (an evil biome, perhaps), then it can be crucial to bring at least one axe. Picks make decent weapons. A supply of wood means you don't have to chop trees for a while, and similarly a few simple stone (a few [[bauxite]] can't hurt) allows you to make immediate workshops even before your miner has swung her pick. While an untrained dwarf can usually wrestle most small and medium beasts, one unarmored (semi-)military dwarf with an axe or crossbow can be a big edge against most early threats.&lt;br /&gt;
&lt;br /&gt;
For most starts, unless your embark location is very close to the mouth of an open [[volcano]] or you are starting in an [[evil]] biome, there should be no serious immediate threats. Unless you are at [[war]] with a civilization (visible on the pre-embark screen), sieges and ambushes don't start until you've created some wealth, the first winter at the earliest. So wild animals are your only concern, predators that might prey on lone dwarves and thieving animals that will target your valuables.&lt;br /&gt;
&lt;br /&gt;
====Striking the earth====&lt;br /&gt;
First, look around. At the terrain, at the animals present. Scan the {{menu icon|u}} menu before un-pausing the game at the start, and regularly. More animals will enter the map, constantly and without warning, so keep an eye on visitors.&lt;br /&gt;
&lt;br /&gt;
One of your first priorities is to get things underground or otherwise secure, to prevent rot but also to prevent theft. Carving out a channel/moat, or removing the slopes to a hill, or building a wall, or a combination of those will work fine, but better if you don't have an unwanted entrance to wall up later. Soil is very fast to dig out, and just as strong against enemies, but may not be desirable for a later, mature fortress. Balance convenience against your long-range plans and visible threats. &lt;br /&gt;
&lt;br /&gt;
Consider and plan the entrance to your fortress - perhaps a ramp leading down, or a tunnel into the side of a hill or cliff. A long, narrow entrance (a valley and/or tunnel) allows you to control it, with archers, with traps, with a siege engine at the end. It gives you time to prepare your military. However, it also means that your dwarves will have to walk that entire distance every time they enter and leave your fortress, and be that much further from help should they need it. Entrances vary from a few tiles to many dozens. Start with something smaller for now, but plan on how to develop the entrance you want later.&lt;br /&gt;
&lt;br /&gt;
An L-bend, or several, or drops in z-level may provide better security, or a firing platform for siege engines and/or archers. Many complex traps involve several levels beneath the entrance (for drainage of liquids or other diabolical purposes.) Using some of the principles above, it might look something like this...&lt;br /&gt;
&lt;br /&gt;
 ####################&lt;br /&gt;
 (a)?  (-trap    ...#&lt;br /&gt;
    ?   area-)   . .# (A's/SE)&lt;br /&gt;
 ################...#&lt;br /&gt;
                #   #&lt;br /&gt;
                #D D#&lt;br /&gt;
                #   # &lt;br /&gt;
          &amp;lt;Inner Fortress&amp;gt; &amp;lt;sub&amp;gt;(Not to Scale)&amp;lt;/sub&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
  (a)  = bait animal, on [[restraint]]&lt;br /&gt;
   #   = tunnel walls, above-ground walls, valley walls with slopes removed, and/or channels&lt;br /&gt;
   ?   = ramp up, drawbridge, moat, defensive structures, or combination of all&lt;br /&gt;
 traps = mechanic's traps and/or complex death traps, as you wish.&lt;br /&gt;
  ...&lt;br /&gt;
  . .  = area open to sky, to prevent &amp;quot;dwarves staying inside&amp;quot; from archers outside entrance&lt;br /&gt;
  ...&lt;br /&gt;
   D   = wardog on [[restraint]]&lt;br /&gt;
 (A's/SE) = future site for archers and/or [[siege engine]]s (planning ahead)&lt;br /&gt;
&lt;br /&gt;
The above might be longer or shorter, partially or entirely above or below ground, or have more turns. The &amp;quot;inner fortress&amp;quot; might only be a Trade Depot, with another similar entryway behind that. Instead of the turn, it might drop a level and dive below the sight of the Siege Engines. Since the first caravan won't arrive for at least 6 months, you can dig a 1-tile wide tunnel for now, or a staircase, and then dig out to another location for a more formal entrance. This is only a very rough, very simple example of combining possibilities.&lt;br /&gt;
&lt;br /&gt;
====It's mine!====&lt;br /&gt;
Consider how you will secure your valuables, your entrance, and any land you want to claim as &amp;quot;dwarf only&amp;quot; - by channeling, removing the slopes from nearby hills, maybe walls? At first, consider including at least enough above-ground terrain for any [[farm plot]]s and [[Activity zone|meeting area]]s. This could perhaps be as small as a 5x5 walled enclosure, or be multiple compounds, but some players aim at claiming (most of) the entire map. Any barrier limits your dwarves, but keeps enemies out until you have your fortress up and running at a basic level and are prepared to respond properly. Due to thieves' ability to get past locked doors, and a caravan needing a path that's 3-wide, you won't be able to create a hard &amp;quot;gate&amp;quot; that you can open and shut until you have a [[mechanic's workshop]] and some [[mechanism]]s for levers, to link to a [[drawbridge]].&lt;br /&gt;
&lt;br /&gt;
====Inside vs. outside====&lt;br /&gt;
Not &amp;quot;above ground&amp;quot; vs &amp;quot;subterranean&amp;quot;, but the border where the inside of your fortress starts, what you claim as &amp;quot;yours&amp;quot; vs &amp;quot;out there&amp;quot;. Some fortresses just have one main gate, some try to own the entire map. Some have an &amp;quot;airlock&amp;quot;, a middle ground (remembering multiple, layered defenses!) where a Trade Depot is kept, that visitors can access and is protected, but then a deeper, even more secure inner fortress - think of a castle courtyard - inside the walls but not yet inside the castle itself. A safe zone for friends, still unfriendly for enemies but taking extra precautions against full intrusion.&lt;br /&gt;
&lt;br /&gt;
This can be above ground or deep underground, a direct line or a maze of z-levels - that's all up to you, how much work you think &amp;quot;security&amp;quot; is worth. Hey, it's not like ''you'' have to do the heavy lifting.&lt;br /&gt;
&lt;br /&gt;
That line of defense - any line - can be passive (walls and barriers and traps only) or active, with military, either on permanent duty or with stations to report to when activated. Use remote controlled bridges to create movable walls and closed gates or open hidden moats to reroute visitors, enemies and/or your dwarves depending on the situation, so there is no one &amp;quot;configuration&amp;quot;, but several different options all side by side.&lt;br /&gt;
&lt;br /&gt;
====Mechanic's traps====&lt;br /&gt;
Traps are a good friend for the starting player. We're talking the simple traps that a mechanic places - complex death traps are up to you. Stone traps are a good start - they're easy, effective against all but the biggest creatures, and ammo is plentiful if you're mining in stone. When goblins show, they can number less than a dozen to start, but grow over time. Start with a row in an early chokepoint, maybe your entry hall or outside it, make that one row into a few, and go from there. But lead your target - count on the next attack being larger than the last.&lt;br /&gt;
&lt;br /&gt;
If you want to breed monkeys for skin, bone and meat, or amuse yourself with live goblins, a row or five of cage traps at the very entrance of your fort would be a good start. Leave room for this when you place your stone traps - killing the monkeys first won't allow live monkeys to be caged. (You still get the meat &amp;amp; etc. from those corpses, just not breeding stock.)&lt;br /&gt;
&lt;br /&gt;
As your dwarves create weapons, or you trade for them, or (later) as you [[goblinite|gather]] those of your fallen enemies, [[Trap#Weapon_Trap|weapon traps]] will become attractive. There is no hard rule or formula for all this - be creative.&lt;br /&gt;
&lt;br /&gt;
====Complex traps====&lt;br /&gt;
Between levers, pressure plates, water and magma, much [[fun]] can be had. But this article won't deal with any specifics. (See [[Trap design]] for those.) We will say - plan ahead. Think about what you might want to do, and leave ample room for it, in all 3 dimensions.&lt;br /&gt;
&lt;br /&gt;
====Military====&lt;br /&gt;
To start, you will probably have few if any full-time military standing guard over your dwarves - there is just too much to do at first, and serious threats are (hopefully) several seasons away. If you are going to make weapons and armor, have stockpiles near where your draftees work and rest, perhaps near an entrance/exit, but not so close that it might get over-run before your dwarves can equip. Eventually you might have perhaps a quarter (or more or less) of your dwarves as full-time military, and they'll need a barracks where they will sleep and practice, archery ranges if that's their weapon of choice, and quick, safe routes to their battle stations or patrol areas. When to begin a full-time military presence is personal choice and influenced by your game situation, but plan on eventually having them live and practice near where they will be fighting as much as possible. See [[Military design]] for a more complete discussion on planning and deploying military and militia.&lt;br /&gt;
&lt;br /&gt;
==Different philosophies==&lt;br /&gt;
There are many, ''many'' ways to play DF. Some players play hard and tight, and some fast and loose. Some take no risks and protect every last dwarf and cat, and others happily leave a highway of dwarf and animal bodies for the next immigration wave to follow. Some live for the slaughter of ASCII goblins, and others for the mega-project. No one &amp;quot;defense&amp;quot; will serve everyone's tastes. Don't forget that you can reclaim lost forts, so don't feel all is lost if your fort falls.&lt;br /&gt;
&lt;br /&gt;
===Losing is fun===&lt;br /&gt;
There is no final &amp;quot;win&amp;quot; in ''Dwarf Fortress'', no end point or Easter egg that says &amp;quot;Congratulations!&amp;quot; - it just keeps going, until, inevitably and unavoidably, you will lose. That's part of the game. So it's all about how you play until then, and finding your type of fun in that process. &lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Fun&amp;quot; vs. security===&lt;br /&gt;
It's not hard to create an acre of traps that, realistically, simply no threats can survive. If you want to pursue a megaproject (that is not a defensive trap) in peace and security, this may be a good plan. However, if you look forward to the military end of things, then you want to allow, or at least be able to invite combat at your choosing. Inexperienced players are recommended to use the hall-of-traps entryway, at least to start. Many experienced players challenge themselves by limiting their use of simple traps, or other voluntary handicaps. It's all about what you think is [[fun]]. Moreover, in the current ''Dwarf Fortress'' you can adjust the [[difficulty]] to suit your preferences.&lt;br /&gt;
&lt;br /&gt;
===Turtling===&lt;br /&gt;
The fewer surface jobs your dwarves have to run, the less exposed they will be to potential harm. There are a number of ways to reduce surface exposure while keeping your fortress well-stocked:&lt;br /&gt;
* Hunting requires chasing animals across the map, almost invariably far from home. For maximum safety, you're better off disabling your hunters.&lt;br /&gt;
* Woodcutting requires trees to chop down, and trees grow on the surface. Once you discover the [[cavern]]s, you can build [[Tree farming|tree farm]]s underground to solve your wood needs.&lt;br /&gt;
* Grazing livestock require grassy pastures. Again, once you discover the caverns, you can likewise establish pastures underground, on well-grown underground floor.&lt;br /&gt;
* Giving water to the wounded requires fresh water. Internalize your water supply with a [[well]].&lt;br /&gt;
* [[Caravan]]s need to get in while ambushers and siegers need to stay out. Using the fact that wagons need a three-tile-wide path to your trade depot, you can place strategic constructions around the map to force them to always take one easily-defended route.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:*[[Siege engine]]&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
[[ru:Defense guide]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=315142</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=315142"/>
		<updated>2026-02-23T22:29:58Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Added bolt throwers to hatnote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:df_goblin_siege.png|thumb|220px|right|Brutal battle during a small siege.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu}}&lt;br /&gt;
:''For catapults, ballistae, and bolt throwers, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium version, it looks like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:siege_icon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at an already-besieged fortress, but will, unfortunately, arrive if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. '''Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.'''&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site, that is, armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. Specifically, you will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be (in)/capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of a single general or commander (sometimes labeled &amp;quot;Master&amp;quot;) and several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between squads. The squad leader can be mounted, even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can bring battering rams, which will destroy trees and constructions.&lt;br /&gt;
*Sieges may have one or more squads of Siege Engineers, typically [[Troll]]s or [[blind cave ogre]]s, who carry 20 rock blocks per engineer.  They will construct stairs and floors to bridge moats and climb on-top of walls and towers.&lt;br /&gt;
*Sieges may have one or more squads of miners, typically [[Troll]]s, who carry a large pick.  They will dig through floors and walls, including both constructed walls and natural stone, in order to breach the fortress.  The speed of their digging is significantly slower than dwarves, and the material of the wall will affect their digging speed.  For constructed walls, it's calculated similar to a blunt force attack on the wall, so a reinforced wall with steel will last even longer than one reinforced with copper.&lt;br /&gt;
*Invaders will avoid traps that they have observed being sprung and automatically reset, such as weapons traps.  If a cage trap captures an invader, his fellow attackers will attempt to free him from the cage.  If one or more invaders flee and successfully escape the siege at the end of the attack, their knowledge of the traps will persist into the next siege that attacks, so it is suggested to tear down and rebuild traps in a new location in between sieges.&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well.&lt;br /&gt;
*You can turn off sieges and [[megabeast]]s altogether by changing &amp;quot;civilizations can attack&amp;quot; and &amp;quot;megabeasts can attack&amp;quot; to NO in the difficulty settings.&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
{{main|Difficulty}}&lt;br /&gt;
On normal difficulty, the intensity of enemy attacks directly corresponds to your [[fortress]]'s title. Once sieges are possible, 25% of invasions will be sieges instead of [[Ambush|ambushes]]. On hard difficulty, the trigger conditions for enemies are roughly halved, allowing more invaders to attack earlier. The frequency of sieges instead of ambushes increases to 50%.&lt;br /&gt;
&lt;br /&gt;
By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto; border-spacing: 0;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; padding: 0 1em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Normal enemies&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| 500☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25,000☼&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (10 regulars)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200,000☼&lt;br /&gt;
| 20,000☼&lt;br /&gt;
| Sieges (40 regulars, 5 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300,000☼&lt;br /&gt;
| 30,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Hard enemies&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 15&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| 250☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 30&lt;br /&gt;
| 12,500☼&lt;br /&gt;
| 1,250☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 40&lt;br /&gt;
| 50,000☼&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| Sieges (20 regulars, 1 monster)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 55&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (60 regulars, 10 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 70&lt;br /&gt;
| 150,000☼&lt;br /&gt;
| 15,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Formerly, the tactics used by the goblins were no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves; however, as of version 53 (also known as the ''siege'' update), their tactics are much more varied. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s (along with some other &amp;quot;Subterranean&amp;quot; and evil &amp;quot;Fantasy&amp;quot; creatures), that can [[Building destroyer|break buildings]] and smash workshops. Trolls in particular are especially problematic, as they are able to wield [[weapon|great picks]] to dig through your defenses (and to tunnel through the ground if need be), as well as carrying [[block]]s they can use to bridge over your moats and open otherwise unavailable avenues for attack. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them, and battering rams, which they can utilise against your defenses.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools (THIS INFORMATION MAY BE OUTDATED AS OF V53). Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
{{dftext|An ambush! Curse all friends of nature!|4:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one - you can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out, and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves ambush using stealth squads rather than siege, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]] (like unaligned/mundane/giant animals, and good-aligned creatures). Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 AD)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with, or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s, or even [[elephant]]s. Be aware that human siegers know about all [[trap]]s that their diplomats have seen before; even their war animals are immune to those traps. If you have had a human diplomat in your fort, assume that your traps are useless against the invaders unless they were built after their last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, anyone that dies in or near battle (or lying somewhere near it) is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies, that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel-clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as three undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
(If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.)&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
Roving bandit groups near by your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar in size to goblin [[ambush]]es, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour (''as would be expected of such matters of war'').&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314859</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314859"/>
		<updated>2026-02-09T22:02:26Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Building Siege Engines */ Bolt-thrower-as-building split from others so I have somewhere to explain the space requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Catapult|key=y|key2=p&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 catapult parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}{{Building|name=Ballista|key=y|key2=b&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 ballista parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
{{Building&lt;br /&gt;
|name=Bolt thrower&lt;br /&gt;
|key=y|key2=i&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[bolt]] thrower parts&lt;br /&gt;
* [[mechanism]]&lt;br /&gt;
* [[chain]]&lt;br /&gt;
* [[bin]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half-building, half-heavy weapon, and includes the '''catapult''', '''ballista''' and '''bolt thrower'''.  All three are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult, between 130 and 200 tiles for a ballista and roughly 60 tiles for the bolt thrower).  A [[ballista arrow]] can kill or injure each creature in its path, indiscriminately of friend or foe, catapult boulders explode into dangerous shrapnel which can harm anyone nearby and the bolt thrower can have its direction changed while rapid-firing, depending on the target's location.&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]], while catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all. Bolt throwers require - as its name would imply - [[bolt]]s, the same ones used for [[crossbow]]s.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult, ballista, or bolt thrower parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', ballistae are made from any 3 '''ballista parts'''.  Bolt throwers are made from 1 '''bolt thrower parts''', a [[bin]], a [[chain|rope or chain]], and a [[mechanisms]]. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
An assembled catapult or ballista is, effectively, a 3×3 building that cannot be moved about, other than by taking it down and re-assembling it at the new construction site. Catapults and ballistae do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
Bolt throwers are a bit different. They're only 1×1, but to operate a bolt thrower a dwarf has to stand in an adjacent square, opposite to the firing direction.  So if a bolt thrower is to fire in all directions, it needs all of the 3×3 squares that are highlighted when building it.  Unlike other siege engines, dwarves will not walk through a bolt thrower itself.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
When you place a Siege Engine, you choose its orientation. It can be the 8 cardinal directions.&lt;br /&gt;
Catapults and Ballistas will stay at their built orientation forever. Bolt Throwers can be reoriented at will.&lt;br /&gt;
&lt;br /&gt;
In the Siege Engine's menu, you can change the mode:&lt;br /&gt;
*'''-''' (Not in use). This Siege Engine will be left unattended. If loaded, it will not be unloaded.&lt;br /&gt;
*'''L'''oaded: A [[siege operator]] will load this engine, but after that it will be left unattended.&lt;br /&gt;
*'''P'''repare to fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*'''T'''raining: Siege operators will continuously fire and reload, firing at an [[archery target]] or enemy if one is available.&lt;br /&gt;
*'''F'''ire at enemies: Siege operators will load this engine, wait for an enemy, and fire at it when it appears.&lt;br /&gt;
&lt;br /&gt;
These settings can also be changed for all siege engines from the &amp;quot;Siege engines&amp;quot; tab of the {{Menu icon|P}} places menu.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along up to 4 z-levels per recent !!science!! experiments. https://www.youtube.com/watch?v=TabegNMbksw&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles, and can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Both will fire through [[fortifications]].&lt;br /&gt;
* [[Siege operator]]s are civilians, and, as such, will run in fear if enemy units attack them.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Similarly, catapult stones can hit and injure dwarves in their path, and the shrapnel they create on impact can inflict damage as well.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
Siege weapons set to &amp;quot;Practice fire&amp;quot; will fire repeatedly, potentially wasting significant quantities of ammo - if set to &amp;quot;Fire at enemies&amp;quot;, they will stop firing once no targets are left.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can target may deviate only slightly, as the field of fire is about 10-20 degrees wide (changed with Siege update). Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes attacks them. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
The damage inflicted by a siege engine is based entirely on the material and quality of the ammunition used - the quality of the parts from which the siege engine is built has no effect whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you desire high-quality siege engine parts (e.g. to increase your fortress's architectural value), the only way to obtain them is to have them made by a trained engineer, and the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
Bolt throwers use the same bolts as crossbows, but store a large amount of ammo internally instead of needing to load bolts one at a time. Despite this, their rapid fire goes through ammo quickly, meaning spare bolt storage should be kept nearby. Metal bolts are preferred but, through sheer volume of fire, even wooden bolts can either find uncovered weak points, or batter their way through weaker armor, if enough ammo is available.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3×3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3×3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3×3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|350px|center|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314858</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314858"/>
		<updated>2026-02-09T21:42:16Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Using Siege Engines (simple) */ Removed &amp;quot;catch&amp;quot; example. I built this and it promptly maimed a dwarf, so I don't think it's safe any more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Catapult|key=y|key2=p&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 catapult parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}{{Building|name=Ballista|key=y|key2=b&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 ballista parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
{{Building&lt;br /&gt;
|name=Bolt thrower&lt;br /&gt;
|key=y|key2=i&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[bolt]] thrower parts&lt;br /&gt;
* [[mechanism]]&lt;br /&gt;
* [[chain]]&lt;br /&gt;
* [[bin]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half-building, half-heavy weapon, and includes the '''catapult''', '''ballista''' and '''bolt thrower'''.  All three are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult, between 130 and 200 tiles for a ballista and roughly 60 tiles for the bolt thrower).  A [[ballista arrow]] can kill or injure each creature in its path, indiscriminately of friend or foe, catapult boulders explode into dangerous shrapnel which can harm anyone nearby and the bolt thrower can have its direction changed while rapid-firing, depending on the target's location.&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]], while catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all. Bolt throwers require - as its name would imply - [[bolt]]s, the same ones used for [[crossbow]]s.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult, ballista, or bolt thrower parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', ballistae are made from any 3 '''ballista parts'''.  Bolt throwers are made from 1 '''bolt thrower parts''', a [[bin]], a [[chain|rope or chain]], and a [[mechanisms]]. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3×3 building (1×1 for the bolt thrower) that cannot be moved about, other than by taking it down and re-assembling it at the new construction site.  Catapults and ballistae do not impede movement, though, so you don't have to worry about building them in a corridor.  Bolt throwers do impede movement, but they're small.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
When you place a Siege Engine, you choose its orientation. It can be the 8 cardinal directions.&lt;br /&gt;
Catapults and Ballistas will stay at their built orientation forever. Bolt Throwers can be reoriented at will.&lt;br /&gt;
&lt;br /&gt;
In the Siege Engine's menu, you can change the mode:&lt;br /&gt;
*'''-''' (Not in use). This Siege Engine will be left unattended. If loaded, it will not be unloaded.&lt;br /&gt;
*'''L'''oaded: A [[siege operator]] will load this engine, but after that it will be left unattended.&lt;br /&gt;
*'''P'''repare to fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*'''T'''raining: Siege operators will continuously fire and reload, firing at an [[archery target]] or enemy if one is available.&lt;br /&gt;
*'''F'''ire at enemies: Siege operators will load this engine, wait for an enemy, and fire at it when it appears.&lt;br /&gt;
&lt;br /&gt;
These settings can also be changed for all siege engines from the &amp;quot;Siege engines&amp;quot; tab of the {{Menu icon|P}} places menu.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along up to 4 z-levels per recent !!science!! experiments. https://www.youtube.com/watch?v=TabegNMbksw&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles, and can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Both will fire through [[fortifications]].&lt;br /&gt;
* [[Siege operator]]s are civilians, and, as such, will run in fear if enemy units attack them.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Similarly, catapult stones can hit and injure dwarves in their path, and the shrapnel they create on impact can inflict damage as well.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
Siege weapons set to &amp;quot;Practice fire&amp;quot; will fire repeatedly, potentially wasting significant quantities of ammo - if set to &amp;quot;Fire at enemies&amp;quot;, they will stop firing once no targets are left.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can target may deviate only slightly, as the field of fire is about 10-20 degrees wide (changed with Siege update). Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes attacks them. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
The damage inflicted by a siege engine is based entirely on the material and quality of the ammunition used - the quality of the parts from which the siege engine is built has no effect whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you desire high-quality siege engine parts (e.g. to increase your fortress's architectural value), the only way to obtain them is to have them made by a trained engineer, and the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
Bolt throwers use the same bolts as crossbows, but store a large amount of ammo internally instead of needing to load bolts one at a time. Despite this, their rapid fire goes through ammo quickly, meaning spare bolt storage should be kept nearby. Metal bolts are preferred but, through sheer volume of fire, even wooden bolts can either find uncovered weak points, or batter their way through weaker armor, if enough ammo is available.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3×3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3×3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3×3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|350px|center|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314857</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314857"/>
		<updated>2026-02-09T21:23:00Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Using Siege Engines (simple) */ The new settings for siege engines in 0.53&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Catapult|key=y|key2=p&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 catapult parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}{{Building|name=Ballista|key=y|key2=b&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 ballista parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
{{Building&lt;br /&gt;
|name=Bolt thrower&lt;br /&gt;
|key=y|key2=i&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[bolt]] thrower parts&lt;br /&gt;
* [[mechanism]]&lt;br /&gt;
* [[chain]]&lt;br /&gt;
* [[bin]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half-building, half-heavy weapon, and includes the '''catapult''', '''ballista''' and '''bolt thrower'''.  All three are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult, between 130 and 200 tiles for a ballista and roughly 60 tiles for the bolt thrower).  A [[ballista arrow]] can kill or injure each creature in its path, indiscriminately of friend or foe, catapult boulders explode into dangerous shrapnel which can harm anyone nearby and the bolt thrower can have its direction changed while rapid-firing, depending on the target's location.&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]], while catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all. Bolt throwers require - as its name would imply - [[bolt]]s, the same ones used for [[crossbow]]s.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult, ballista, or bolt thrower parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', ballistae are made from any 3 '''ballista parts'''.  Bolt throwers are made from 1 '''bolt thrower parts''', a [[bin]], a [[chain|rope or chain]], and a [[mechanisms]]. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3×3 building (1×1 for the bolt thrower) that cannot be moved about, other than by taking it down and re-assembling it at the new construction site.  Catapults and ballistae do not impede movement, though, so you don't have to worry about building them in a corridor.  Bolt throwers do impede movement, but they're small.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
When you place a Siege Engine, you choose its orientation. It can be the 8 cardinal directions.&lt;br /&gt;
Catapults and Ballistas will stay at their built orientation forever. Bolt Throwers can be reoriented at will.&lt;br /&gt;
&lt;br /&gt;
In the Siege Engine's menu, you can change the mode:&lt;br /&gt;
*'''-''' (Not in use). This Siege Engine will be left unattended. If loaded, it will not be unloaded.&lt;br /&gt;
*'''L'''oaded: A [[siege operator]] will load this engine, but after that it will be left unattended.&lt;br /&gt;
*'''P'''repare to fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*'''T'''raining: Siege operators will continuously fire and reload, firing at an [[archery target]] or enemy if one is available.&lt;br /&gt;
*'''F'''ire at enemies: Siege operators will load this engine, wait for an enemy, and fire at it when it appears.&lt;br /&gt;
&lt;br /&gt;
These settings can also be changed for all siege engines from the &amp;quot;Siege engines&amp;quot; tab of the {{Menu icon|P}} places menu.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ######################&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #########....#########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously only for training purposes, but the point is efficiency.  As each catapult fires, it &amp;quot;gives&amp;quot; stones to the engine across from it.  This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing &amp;quot;catch&amp;quot; with the stones they are training with.  Stones will always be available directly behind each operator, however &amp;lt;s&amp;gt;dorfs&amp;lt;/s&amp;gt; some dwarves are incredibly stupid.  They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range.  Even then, the idiots will sometimes cross the range and pick up stones from the far end.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along up to 4 z-levels per recent !!science!! experiments. https://www.youtube.com/watch?v=TabegNMbksw&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles, and can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Both will fire through [[fortifications]].&lt;br /&gt;
* [[Siege operator]]s are civilians, and, as such, will run in fear if enemy units attack them.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Similarly, catapult stones can hit and injure dwarves in their path, and the shrapnel they create on impact can inflict damage as well.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
Siege weapons set to &amp;quot;Practice fire&amp;quot; will fire repeatedly, potentially wasting significant quantities of ammo - if set to &amp;quot;Fire at enemies&amp;quot;, they will stop firing once no targets are left.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can target may deviate only slightly, as the field of fire is about 10-20 degrees wide (changed with Siege update). Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes attacks them. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
The damage inflicted by a siege engine is based entirely on the material and quality of the ammunition used - the quality of the parts from which the siege engine is built has no effect whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you desire high-quality siege engine parts (e.g. to increase your fortress's architectural value), the only way to obtain them is to have them made by a trained engineer, and the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
Bolt throwers use the same bolts as crossbows, but store a large amount of ammo internally instead of needing to load bolts one at a time. Despite this, their rapid fire goes through ammo quickly, meaning spare bolt storage should be kept nearby. Metal bolts are preferred but, through sheer volume of fire, even wooden bolts can either find uncovered weak points, or batter their way through weaker armor, if enough ammo is available.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3×3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3×3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3×3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|350px|center|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314849</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314849"/>
		<updated>2026-02-09T21:01:38Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Building Siege Engines */ Noted that bolt throwers do impede movement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Catapult|key=y|key2=p&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 catapult parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}{{Building|name=Ballista|key=y|key2=b&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 ballista parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
{{Building&lt;br /&gt;
|name=Bolt thrower&lt;br /&gt;
|key=y|key2=i&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[bolt]] thrower parts&lt;br /&gt;
* [[mechanism]]&lt;br /&gt;
* [[chain]]&lt;br /&gt;
* [[bin]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half-building, half-heavy weapon, and includes the '''catapult''', '''ballista''' and '''bolt thrower'''.  All three are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult, between 130 and 200 tiles for a ballista and roughly 60 tiles for the bolt thrower).  A [[ballista arrow]] can kill or injure each creature in its path, indiscriminately of friend or foe, catapult boulders explode into dangerous shrapnel which can harm anyone nearby and the bolt thrower can have its direction changed while rapid-firing, depending on the target's location.&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]], while catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all. Bolt throwers require - as its name would imply - [[bolt]]s, the same ones used for [[crossbow]]s.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult, ballista, or bolt thrower parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', ballistae are made from any 3 '''ballista parts'''.  Bolt throwers are made from any 3 '''bolt thrower parts''' and also a [[bin]], a [[chain|rope or chain]], and a [[mechanisms]]. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3×3 building (1×1 for the bolt thrower) that cannot be moved about, other than by taking it down and re-assembling it at the new construction site.  Catapults and ballistae do not impede movement, though, so you don't have to worry about building them in a corridor.  Bolt throwers do impede movement, but they're small.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
When you place a Siege Engine, you choose its orientation. It can be the 8 cardinal directions.&lt;br /&gt;
Catapults and Ballistas will stay at their built orientation forever. Bolt Throwers can be reoriented at will.&lt;br /&gt;
&lt;br /&gt;
In the Siege Engine's menu, you can change the mode:&lt;br /&gt;
*Not In Use:  This Siege Engine will be left unattended. If loaded, it will not be unloaded.&lt;br /&gt;
*Loaded: A [[siege operator]] will load this engine, but after that it will be left unattended.&lt;br /&gt;
*Prepare to Fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege operators will fire and reload normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ######################&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #########....#########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously only for training purposes, but the point is efficiency.  As each catapult fires, it &amp;quot;gives&amp;quot; stones to the engine across from it.  This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing &amp;quot;catch&amp;quot; with the stones they are training with.  Stones will always be available directly behind each operator, however &amp;lt;s&amp;gt;dorfs&amp;lt;/s&amp;gt; some dwarves are incredibly stupid.  They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range.  Even then, the idiots will sometimes cross the range and pick up stones from the far end.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along up to 4 z-levels per recent !!science!! experiments. https://www.youtube.com/watch?v=TabegNMbksw&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles, and can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Both will fire through [[fortifications]].&lt;br /&gt;
* [[Siege operator]]s are civilians, and, as such, will run in fear if enemy units attack them.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Similarly, catapult stones can hit and injure dwarves in their path, and the shrapnel they create on impact can inflict damage as well.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
Siege weapons set to &amp;quot;Practice fire&amp;quot; will fire repeatedly, potentially wasting significant quantities of ammo - if set to &amp;quot;Fire at enemies&amp;quot;, they will stop firing once no targets are left.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can target may deviate only slightly, as the field of fire is about 10-20 degrees wide (changed with Siege update). Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes attacks them. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
The damage inflicted by a siege engine is based entirely on the material and quality of the ammunition used - the quality of the parts from which the siege engine is built has no effect whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you desire high-quality siege engine parts (e.g. to increase your fortress's architectural value), the only way to obtain them is to have them made by a trained engineer, and the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
Bolt throwers use the same bolts as crossbows, but store a large amount of ammo internally instead of needing to load bolts one at a time. Despite this, their rapid fire goes through ammo quickly, meaning spare bolt storage should be kept nearby. Metal bolts are preferred but, through sheer volume of fire, even wooden bolts can either find uncovered weak points, or batter their way through weaker armor, if enough ammo is available.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3×3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3×3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3×3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|350px|center|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314844</id>
		<title>Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege_engine&amp;diff=314844"/>
		<updated>2026-02-09T20:36:31Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Building Siege Engines */ Explain the parts of bolt throwers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{migrated article}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{Quality|Unrated}}{{Building|name=Catapult|key=y|key2=p&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 catapult parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}{{Building|name=Ballista|key=y|key2=b&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
3 ballista parts&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
{{Building&lt;br /&gt;
|name=Bolt thrower&lt;br /&gt;
|key=y|key2=i&lt;br /&gt;
|job=[[Siege operating]]&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 [[bolt]] thrower parts&lt;br /&gt;
* [[mechanism]]&lt;br /&gt;
* [[chain]]&lt;br /&gt;
* [[bin]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Siege engineering]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Stationary weapons platform&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''siege engine''' in ''Dwarf Fortress'' is half-building, half-heavy weapon, and includes the '''catapult''', '''ballista''' and '''bolt thrower'''.  All three are capable of launching hazardous projectiles at a tremendous range (more than a screen-width, around 80 to 100 tiles for a catapult, between 130 and 200 tiles for a ballista and roughly 60 tiles for the bolt thrower).  A [[ballista arrow]] can kill or injure each creature in its path, indiscriminately of friend or foe, catapult boulders explode into dangerous shrapnel which can harm anyone nearby and the bolt thrower can have its direction changed while rapid-firing, depending on the target's location.&lt;br /&gt;
&lt;br /&gt;
Unlike what the name may imply, siege engines are only deployed defensively, and no [[siege]] will use them against you (although the use of siege engines against your fort is [http://bay12games.com/dwarves/dev.html planned for future versions]).&lt;br /&gt;
&lt;br /&gt;
Both the construction of siege equipment and the engine itself require a dwarf with the &amp;quot;[[Siege engineering]]&amp;quot; [[labor]] designated, which uses the &amp;quot;[[Siege engineer]]&amp;quot; [[skill]].  &lt;br /&gt;
&lt;br /&gt;
The player determines when (or if) each engine is actively firing or not; when active, a single engine is crewed by a single [[siege operator]].  &lt;br /&gt;
&lt;br /&gt;
Ballistae require specially-made [[ammo]] – [[ballista arrow]]s, made from [[wood]]en [[log]]s at the [[siege workshop]] (and optionally tipped with [[metal]] [[ballista arrowhead]]s that have been made at a [[forge]] by a [[weaponsmith]], while catapults use simple [[stone]] as ammunition. Catapults respect [[economic stone]] restrictions and cannot fire [[clay]] at all. Bolt throwers require - as its name would imply - [[bolt]]s, the same ones used for [[crossbow]]s.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce (at least) three catapult, ballista, or bolt thrower parts in the [[siege workshop]]; catapults are made from any 3 '''catapult parts''', ballistae are made from any 3 '''ballista parts'''.  Bolt throwers are made from any 3 '''bolt thrower parts''' and also a [[bin]], a [[chain|rope or chain]], and a [[mechanisms]]. All parts are made from any type of wood at the siege workshop. Beyond that, &amp;quot;parts&amp;quot; are generic - there are no particular &amp;quot;sub-types&amp;quot; of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire (and maybe accuracy) of the engine - the best are made with 3 masterwork parts{{verify}}. This won't make up for an untrained siege operator, but every little bit helps. Siege engine parts are stored in Furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with.  It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from [[quality|masterwork]] parts have a much higher rate of fire.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3×3 building (1×1 for the bolt thrower) that cannot be moved about, other than by taking it down and re-assembling it at the new construction site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
When you place a Siege Engine, you choose its orientation. It can be the 8 cardinal directions.&lt;br /&gt;
Catapults and Ballistas will stay at their built orientation forever. Bolt Throwers can be reoriented at will.&lt;br /&gt;
&lt;br /&gt;
In the Siege Engine's menu, you can change the mode:&lt;br /&gt;
*Not In Use:  This Siege Engine will be left unattended. If loaded, it will not be unloaded.&lt;br /&gt;
*Loaded: A [[siege operator]] will load this engine, but after that it will be left unattended.&lt;br /&gt;
*Prepare to Fire:  Siege operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege operators will fire and reload normally.&lt;br /&gt;
&lt;br /&gt;
Once an engine is given orders to fire (or prepare to), a dwarf with the [[Siege operator|siege operating]] labor designated will respond and report to the engine.  The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a [[path]] to it, perhaps by locking [[door]]s or using a [[burrow]].)&lt;br /&gt;
&lt;br /&gt;
[[Ammo]] is destroyed upon landing, unless it falls a z-level, and then it falls harmlessly.  (See [[#Catapults as stone movers|below]].)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[channel]] at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a [[drawbridge]] rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your [[fortress]] the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
Since catapults will never hurt your dwarves, you can easily take the above designs and face the catapults towards each other with channels behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 ######################&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #_CCC............CCC_#&lt;br /&gt;
 #########....#########&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is obviously only for training purposes, but the point is efficiency.  As each catapult fires, it &amp;quot;gives&amp;quot; stones to the engine across from it.  This is entirely self contained, as your operators will continuously recycle the same ammunition, practically playing &amp;quot;catch&amp;quot; with the stones they are training with.  Stones will always be available directly behind each operator, however &amp;lt;s&amp;gt;dorfs&amp;lt;/s&amp;gt; some dwarves are incredibly stupid.  They will tend to pick the last MINED stone for loading (like masons and crafters), so its best to burrow them into the range.  Even then, the idiots will sometimes cross the range and pick up stones from the far end.&lt;br /&gt;
&lt;br /&gt;
==Special considerations==&lt;br /&gt;
&lt;br /&gt;
* Both catapults and ballistae have narrow fields of fire – they will only shoot at creatures directly &amp;quot;in front&amp;quot; of them, and so cannot target anything off at an angle. Unskilled operators have trouble aiming perfectly straight, and their shots will randomly veer off to either side, resulting in a field of fire roughly 19 degrees across. Highly skilled operators fire their shots perfectly straight, restricting their field of fire to a straight line facing directly north/south/east/west.&lt;br /&gt;
* Both catapults and ballistae aim and fire only along up to 4 z-levels per recent !!science!! experiments. https://www.youtube.com/watch?v=TabegNMbksw&lt;br /&gt;
* Catapults have a minimum range – at least 30 tiles, and can and will fire over any creatures between them and their target.&lt;br /&gt;
* Ballistae fire over prone creatures without hitting them.&lt;br /&gt;
* Both will fire through [[fortifications]].&lt;br /&gt;
* [[Siege operator]]s are civilians, and, as such, will run in fear if enemy units attack them.&lt;br /&gt;
* Siege operators cannot &amp;quot;aim&amp;quot; sideways - they always try to fire perfectly straight, but if they're unskilled there's a chance that the shot will &amp;quot;go wild&amp;quot; and veer off to either side by a random amount. In the case of catapults, however, these &amp;quot;wild&amp;quot; shots will actually calculate their arc height based on whatever enemy units are present off to that side (rather than based on what would've been directly ahead).&lt;br /&gt;
&lt;br /&gt;
As for the actual amount of variance, siege engines aim at a location exactly 60 tiles away and up to 10 tiles to either side (if the shot is &amp;quot;unskilled&amp;quot;), which works out to a 19 degree spread (9.5 degrees to each side). The game generates 3 random numbers from 0 to 14 and checks if any of them are less than the unit's effective Siege Operator skill level (where Dabbling is 0 and Legendary is 15, and status ailments such as Nausea/Winded/Stunned/Fever/etc. can each reduce the level by as much as 50%) to see if the sideways drift should be eliminated. This works out to the following probabilities:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dabbling - 0%&lt;br /&gt;
Novice - 18.7%&lt;br /&gt;
Adequate - 34.9%&lt;br /&gt;
Competent - 48.8%&lt;br /&gt;
Skilled - 60.6%&lt;br /&gt;
Proficient - 70.4%&lt;br /&gt;
Talented - 78.4%&lt;br /&gt;
Adept - 84.8%&lt;br /&gt;
Expert - 89.8%&lt;br /&gt;
Professional - 93.6%&lt;br /&gt;
Accomplished - 96.3%&lt;br /&gt;
Great - 98.1%&lt;br /&gt;
Master - 99.2%&lt;br /&gt;
High Master - 99.76%&lt;br /&gt;
Grand Master - 99.97%&lt;br /&gt;
Legendary - 100% &lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistae can and will kill anything in their path!'''  Ballista arrows may hit any units in any square that the head passes through.  They are moderately dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a [[traffic|restricted traffic area]] for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista. If the bolt passes through any part of a [[tree]], the tree will disappear, presumably reduced to toothpicks.{{cite rev|210835}}&lt;br /&gt;
&lt;br /&gt;
Similarly, catapult stones can hit and injure dwarves in their path, and the shrapnel they create on impact can inflict damage as well.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some [[meat]]: as said above, the operators will target animals if there are any. However, [[elephant]]s don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or [[caravan]] escorts if they happen to be hunting the selfsame animal (and hence are close to it).&lt;br /&gt;
&lt;br /&gt;
Siege weapons set to &amp;quot;Practice fire&amp;quot; will fire repeatedly, potentially wasting significant quantities of ammo - if set to &amp;quot;Fire at enemies&amp;quot;, they will stop firing once no targets are left.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can target may deviate only slightly, as the field of fire is about 10-20 degrees wide (changed with Siege update). Because of the huge blind spots, it is advisable to [[Security_design#Siege_Engines|prepare the position]] so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They may cease firing and run if the enemy comes attacks them. You should therefore place the engines behind a [[moat]] or a wall of [[fortification]]s that will shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortification]]s, just like any other projectile weapon. As fortifications appear to provide some protection against incoming [[bolt]]s and [[arrow]]s, it's usually a good idea to protect the siege engine in that way. The siege engine can shoot through any tile thickness of fortification. Fortifications further on in the path of the shot will not hinder it either.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
The damage inflicted by a siege engine is based entirely on the material and quality of the ammunition used - the quality of the parts from which the siege engine is built has no effect whatsoever.&lt;br /&gt;
&lt;br /&gt;
If you desire high-quality siege engine parts (e.g. to increase your fortress's architectural value), the only way to obtain them is to have them made by a trained engineer, and the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the [[siege engineer]] skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires 600 logs.&lt;br /&gt;
&lt;br /&gt;
The operator skill affects reload time and accuracy. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained by firing into a nearby pit (to conserve ammo and ensure that it remains near the engine). It is recommended to have multiple skilled operators for each engine, since, as civilians, they cannot be compelled into action if they've decided to take a rest. Dwarves that have increased their strength statistic load engines much more rapidly than others, making them good candidates for operator duty (experienced operators can be [[cross-training|cross-trained]] for strength). You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is [[cross-training]] any highly skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a free siege engine, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating legendary [[miner]]s out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Catapults are generally less effective in battle situations than ballistae.  The launched rocks will often glance off mail armor, making them poorly suited for killing even [[goblin]]s; they are also very inaccurate.  Their ammo is easily replenished, making them ideal for target practice and very cheap to make and use.&lt;br /&gt;
&lt;br /&gt;
Ballista arrows tipped with softer materials (such as wood) can glance off ordinary clothes, making the choice of arrowhead significant.  However, the arrows may hit multiple targets in a single launch.  This makes ballistae many times more efficient than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything larger than smaller, poorly-armored foes.  Ballista arrows fired through too many successive targets will be lost or destroyed; the limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.  Adding a channel to the end of the arrow's trajectory will allow expensive bolts to be recovered after the attackers are dealt with.&lt;br /&gt;
&lt;br /&gt;
Bolt throwers use the same bolts as crossbows, but store a large amount of ammo internally instead of needing to load bolts one at a time. Despite this, their rapid fire goes through ammo quickly, meaning spare bolt storage should be kept nearby. Metal bolts are preferred but, through sheer volume of fire, even wooden bolts can either find uncovered weak points, or batter their way through weaker armor, if enough ammo is available.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense shouldn't be set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.  You might train your operators on a set of catapults and defend your fortress with a set of ballistae.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones. Alternatively, use [[Scheduling#Alert_Levels|civilian alert levels]] with burrow restrictions, and just make sure the training catapults are not within any allowed burrow. &lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst, sleep and breaks will always come first.  It's wise to train more operators than you have engines, and disable all other work for them in times of need.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine during the moment of truth.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3×3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
:&amp;lt;br /&amp;gt;'''Three tile-wide corridor''' (battery room 5 tiles wide)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
                                 ╔═══&lt;br /&gt;
 ══════════════════════════╦══╦══╝▐▀\&lt;br /&gt;
 Entrance++++++++++++▼     ╬  ╬▐▀\◄═«  (~ammo~)&lt;br /&gt;
 Entrance++++++++++++▼     ╬▐▀\◄═«▐▄/&lt;br /&gt;
 Entrance++++++++++++▼     ╬◄═«▐▄/ (~ammo~)&lt;br /&gt;
 ══════════════════════════╣▐▄/ (~ammo~)&lt;br /&gt;
                           ╚═════════&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*&amp;lt;tt&amp;gt;＋&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
:*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
:*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp (down)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - channel (aka &amp;quot;empty space&amp;quot; on this level)&lt;br /&gt;
:*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.&lt;br /&gt;
&lt;br /&gt;
Ammo storage can be on the same level, or via [[stairs]] or [[ramp]]s on another [[z-level]]. Expand the room as desired for more storage.  Also note that ballista arrows are stored in [[Stockpile#Furniture_Storage|furniture stockpiles]], not ammo stockpiles.&lt;br /&gt;
&lt;br /&gt;
An alternate strategy could be to place a [[floodgate]] or retracting [[bridge]] in the center of the 3×3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3×3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your dwarves that any attempts to assault your base will be very, very bloody.&lt;br /&gt;
&lt;br /&gt;
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarves below/behind the lines of fire at all times.&lt;br /&gt;
&lt;br /&gt;
==Catapults as stone movers==&lt;br /&gt;
When a catapult throws a stone, that stone is destroyed upon landing, unless it falls a z-level, where it lands harmlessly.  That means that if you can arrange it so ammo hits a wall (or door, or raised bridge), and there is empty space immediately under that, the stone arrives at that point.  If the ammo reaches its maximum range, again, it falls harmlessly.  Even with a single, no-quality catapult and an untrained crew, this is massively faster than hauling stone by hand.  Ammo that hits [[stairs]] is destroyed, even if it can fall a z-level. Stones falling one z-level onto a floor with empty space under it will also be destroyed, make sure there is a wall under the tile where the ammo ultimately lands on.&lt;br /&gt;
&lt;br /&gt;
==Gatling Catapults==&lt;br /&gt;
This involves a catapult, a garbage dump [[activity zone]], and a legendary siege operator. Set up your catapult where you'd like it to be used, then place a garbage dump zone in the middle of the catapult and dump a sufficient number of stones there. Reclaim the ammo using {{k|d}}-{{k|b}}-{{k|c}} (making sure that you don't have any stone [[stockpile]]s that permit the stone you used) and you're good to go. With a sufficiently strong/agile siege operator (and a lack of distractions), you can easily manage 2-3 stones flying at once per catapult.&lt;br /&gt;
&lt;br /&gt;
[[File:siege-engines.jpg|thumb|350px|center|Three types of common siege engines.]]&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Siege projectiles are surprisingly non-lethal{{bug|818}}&lt;br /&gt;
* Liaisons/children do not avoid standing in front of a firing ballista{{bug|4486}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
:*[[Defense design]]&lt;br /&gt;
:*[[cross-training#Artillery proving ground (siege operator)|Army corps of engineers]]&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=314385</id>
		<title>Potato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=314385"/>
		<updated>2026-01-24T12:25:42Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=potato_shrub_sprite.png&lt;br /&gt;
|seedimage=potato_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Alcohol]]&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|sweet potato}}&lt;br /&gt;
&lt;br /&gt;
'''Potatoes''' are an [[aboveground]] [[crop|garden vegetable]]. Potato seeds can be planted in all seasons.  Potato plants are edible raw or [[cooking|cooked]], and can also be [[brewing|brewed]] into [[alcohol|potato wine]] or processed in a [[dyer's shop]] into beige [[dye]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] potato plants for their ''edible tubers''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Patates.jpg|thumb|center|300px|Admired for its ''edible tubers''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
One can succeed in making an entire dwarven civilization [[fat|obese]] by starting a chain of [[kitchen]]s that serve +potato biscuits+ made with minced potatoes and finely minced cow tallow, and call it McDwarf's.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=314384</id>
		<title>Potato</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Potato&amp;diff=314384"/>
		<updated>2026-01-24T11:55:42Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Make it clear that potato plants are the things that are brewed, cooked, etc; there is no &amp;quot;potato&amp;quot; item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=potato_shrub_sprite.png&lt;br /&gt;
|seedimage=potato_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Alcohol]]&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|sweet potato}}&lt;br /&gt;
&lt;br /&gt;
'''Potatoes''' are an [[aboveground]] [[crop|garden vegetable]]. Potato seeds can be planted in all seasons.  Potato plants edible raw or [[cooking|cooked]], and can also be [[brewing|brewed]] into [[alcohol|potato wine]] or processed in a [[dyer's shop]] into beige [[dye]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] potato plants for their ''edible tubers''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Patates.jpg|thumb|center|300px|Admired for its ''edible tubers''.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
One can succeed in making an entire dwarven civilization [[fat|obese]] by starting a chain of [[kitchen]]s that serve +potato biscuits+ made with minced potatoes and finely minced cow tallow, and call it McDwarf's.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=314232</id>
		<title>Plant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant&amp;diff=314232"/>
		<updated>2026-01-19T01:11:55Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Collection */ The stocks screen now has a &amp;quot;Leaves and fruit&amp;quot; category rather than just &amp;quot;Leaves&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For the article on farming plants, see [[Farming]]. For the article on crops, see [[Crops]].''&lt;br /&gt;
[[File:plant_sprites_preview.png|right]]A '''plant''' is a regrowing natural resource. In ''Dwarf Fortress'', they can be separated into four categories, all of which have different properties and uses. In the context of the game, they also include fungi (such as [[plump helmet]]s or [[fungiwood]]) and certain things not made of plant matter (such as [[staring eyeball]]s and [[wormy tendril]]s), all of which are functionally identical to plants.&lt;br /&gt;
&lt;br /&gt;
==Major types of plants==&lt;br /&gt;
* [[Crop]] - Crops, including [[Crop#Garden Plants|garden plants]] which can be bought at [[embark]], can be planted from [[seed]]s and grown in [[farm]]s. There are above-ground as well as subterranean crops, both of which need soil or muddied rock to grow.&lt;br /&gt;
&lt;br /&gt;
* [[Shrub]] - Shrubs cannot be planted, and must be [[plant gathering|gathered]] from naturally-growing specimens.&lt;br /&gt;
&lt;br /&gt;
* [[Tree]] - Trees are not (''currently'') farmable, and grow on multiple z-levels, providing [[wood]] and possibly [[Plant#Pod/Fruit|fruit]].&lt;br /&gt;
&lt;br /&gt;
* [[Grass]] - Grasses form the natural groundcover of [[soil]] and muddied rock, and are necessary to feed [[grazer|grazing]] animals.&lt;br /&gt;
&lt;br /&gt;
==Plant growth==&lt;br /&gt;
Plants may have multiple different types of growths. Each growth can have different properties in terms of usages and edibility. In general, only plant growths which are usable in some fashion will be collected and stockpiled by dwarves.&lt;br /&gt;
&lt;br /&gt;
===Bulb/Flower/Leaf===&lt;br /&gt;
Neither bulbs, flowers, or leaves contain [[seed]]s. Currently, only [[date palm]] trees produce flowers that are usable in-game, and most usable leaves are edible. In-game, the category &amp;quot;leaves&amp;quot; in the stocks screen includes most non-seed plant growths (leaves, fruit, [[flower]]s, etc.)&lt;br /&gt;
&lt;br /&gt;
An example of a common plant with useful leaves is the [[quarry bush]], which, when cooked, can produce large stacks of [[Cook#Prepared Meals|prepared food]].  As most species of trees grow, they will produce leaves as a [[Tree#Growths|growth]]. Although these leaves will drop to the floor during the autumn season, they currently cannot be collected, and have no use other than for atmospheric effect. Also, tree leaves cannot be cut away, and they only disappear during the winter season, or if the tree is chopped down. &lt;br /&gt;
&lt;br /&gt;
[[File:Tree+3.png|thumb|Leaves growing on an [[apricot]] tree]]&lt;br /&gt;
&lt;br /&gt;
===Nut/Pod/Fruit===&lt;br /&gt;
A nut is a [[tree]] [[seed]] growth, usually edible.&lt;br /&gt;
&lt;br /&gt;
Pods and fruits are plant growths containing [[seed]]s. In comparison to fruit, pods are thin structures, usually not edible. Similarly, fruits are larger structures, usually edible.  Fruit may be produced by both [[crop]]s and [[Tree#Fruit|trees]]. Supposedly, fruit dropping naturally from trees lays on the ground indefinitely.&lt;br /&gt;
==== Collection ====&lt;br /&gt;
In [[fortress mode]], fruit can be picked, on the surface, by setting up a gathering [[zone]] ({{k|i}} then {{k|g}}). If there are any trees in the zone, a dwarf will pick up a [[stepladder]] or [[climber|climb]] the tree and drop the fruit to the ground, where they or some other food hauler will pick it up. Alternatively, if fruit has fallen on a shrub, gathering that shrub will gather the fruit on it as well. On the stocks screen, fruit such as apples is in the Leaves and fruit category.&lt;br /&gt;
&lt;br /&gt;
Some examples:&lt;br /&gt;
* [[Artichoke]] hearts&lt;br /&gt;
* [[Date palm]] flower stalks&lt;br /&gt;
* [[Lettuce]] leaves&lt;br /&gt;
* [[Mango]] fruit&lt;br /&gt;
* [[Pecan]] nuts&lt;br /&gt;
* [[String bean]] pods&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = erok&lt;br /&gt;
| elvish  = mana&lt;br /&gt;
| goblin  = tusnas&lt;br /&gt;
| human   = ona&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{category|plants| }}&lt;br /&gt;
[[ru:Plant]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Muskmelon&amp;diff=314231</id>
		<title>Muskmelon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Muskmelon&amp;diff=314231"/>
		<updated>2026-01-19T01:06:00Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Explain the lifecycle as I just observed it. Probably the same as quite a few other plants, but I think it's worth noting on the page anyway.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=muskmelon_shrub_sprite.png&lt;br /&gt;
|seedimage=muskmelon_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Food]]&lt;br /&gt;
|wikipedia=Cucumis melo}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Muskmelon''' is an [[aboveground]] [[crop|garden vegetable]]. The [[seed]]s can be planted in a [[farm plot]] in all seasons.  They grow into muskmelon vines, which can be [[harvest]]ed and [[process plants|processed]] at a [[farmer's workshop]] into muskmelons and more seeds.  The melon is edible raw or [[cooking|cooked]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] muskmelon vines for their ''fruit''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Muskmelon.jpg|thumb|center|300px|Admired for its ''fruit''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=313848</id>
		<title>Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=313848"/>
		<updated>2026-01-10T18:50:51Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Updated fragment identifier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:crown_sprite_preview.png|right]][[File:Deko.png|right|thumb|If you give your jewelers 185 types of cut gems and let them go crazy, this can happen.]]&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly add to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. You can, however, place numerous decorations on a single item – the only limit is the number of materials you have available. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, that is [[Item designations|designated]] with double angle brackets - for example, a +steel battle axe+ with a base-quality decoration becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration, the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments: &lt;br /&gt;
* [[Weapon]] decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; &lt;br /&gt;
* Adding decorations to an item does not increase its weight; this may be a bug. &lt;br /&gt;
* Decorations on &amp;quot;grey&amp;quot; items (with brackets) that were gained in battle, or stolen from or traded with a [[caravan]], certify the product as &amp;quot;home-made&amp;quot; (brown), and make it count for your exports.&lt;br /&gt;
&lt;br /&gt;
You cannot pick a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (which is generally not what you want decorated). With the addition of linked [[stockpile]]s, it is possible to set up more sophisticated methods of decoration: set up a stockpile exclusively containing the type of item you want to decorate, set up another stockpile with the decorations you want used, and set both stockpiles to {{k|g}}ive to the related workshop. Failing that, locking all the desired content up (including the workshop and misbehaving dwarf) ''Rumpelstiltskin''-style, is the classic way to &amp;quot;specify&amp;quot; what to decorate. Using a linked stockpile in which the desired items are contained in bins, causes the craftsdwarf to also decorate the bins. While it is being decorated, other dwarves may replace the bin, repeating this unwanted process. You can probably work around this, by using an in-between-stockpile, taking from the bin-stockpile and giving to the craftshop, but without bins enabled.&lt;br /&gt;
&lt;br /&gt;
The different civilizations have different tastes when it comes to decorations, and consequently may offer (or ask for) more, or less, than the item value shown on the item information screen. For example, [[Hippies|elves]] dislike spikes and will not adorn their own items with them, and will also refuse to offer anything for the decoration.{{verify}} On the other hand, they will estimate a decoration depicting a [[tree]] at twice its normal value, because elves like trees so much. (''Or, images of [[Force|'''religious significance''']], so to speak''.) &lt;br /&gt;
&lt;br /&gt;
These modifiers only affect the value of the decorations themselves, not of the base item. They also only affect values when trading with visiting [[Trading|merchants]], the fortress-internal value ratings are unaffected by such preferences. Most of the modifiers are regulated by entries in the entity_default [[raw file]]. &lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
[[File:Axe decorated.jpg|thumb|Bone decorated [[Axe]]]]&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], and [[shell]].  (In theory, objects could also be decorated with [[pearl]], but since that doesn't exist yet, this isn't possible.)  Requires [[bone carving]].  You cannot choose what kind of object to decorate.&lt;br /&gt;
&lt;br /&gt;
;Gems&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut [[glass]] or cut [[stone]]s). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]]. Decorations made of cut gems (but '''not''' glass or stone) have a base value of 20☼.&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]]. The type of metal is chosen by the player, but the type of object is not.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto cloth and [[leather]] items, notably including leather armor, bags, ropes, and cloth and leather [[craft]]s. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto cloth and leather items, with the same options and restrictions as the sewing of cloth images. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
Notes: &lt;br /&gt;
:* On cloth and leather decorations: Only one image can be sewn onto an item. You cannot sew leather images onto items which already bear a cloth image and vice versa, and you cannot sew multiple images made of different leather or cloth types onto the same item.&lt;br /&gt;
:* Statues appear to be able to be decorated with gems to create images, also allowing multiple images to be added as decorations.{{verify}}&lt;br /&gt;
:* Images can take many forms, often influenced by the artist's preferences or interests. [[Names_and_symbols#Symbols|Group symbols]] can be depicted in engravings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Gem || {{Y}} || {{Y}} || {{Y}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
| Leather || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) only finished goods made from cloth and leather are acceptable. These are ropes, quivers, waterskins, backpacks and cloth/leather crafts.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Dwarves will decorate [[wear|worn]] clothing and other abandoned junk that was left in the workshop, linked stockpiles, or in close proximity to the workshop.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Decoration]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Spike&amp;diff=313789</id>
		<title>Spike</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Spike&amp;diff=313789"/>
		<updated>2026-01-10T12:01:40Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Target heading has changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trap#Upright spear/spike]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=313235</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=313235"/>
		<updated>2025-12-30T11:13:01Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Value calculation */ link to material values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
A '''zone''' is an area where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{menu icon|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone) or simply draw it (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zone types, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[location]]s after creation. To do this, first create the relevant zone, then click the Add Location button ([[File:Ui location add.png]]) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[#Quality_and_value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet, or with low [[Personality facet#ORDERLINESS|orderliness]] personality facet will scatter their old clothing everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a bedroom assigned to them will sleep. However, sleeping in a dormitory will generate a negative [[thought]] (embarrassed after sleeping without a proper room).&lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
[[File:dining_medium_icon.png|right]]A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_medium_icon.png|right]]A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will probably lead to starvation, unless your meeting area is overgrown with [[grass]] or fungi for some reason. '''Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.'''  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The marksdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of  being easy to set up and needing much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:pit_medium_icon.png|right]]A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond. By default, the zone will be a pit. To toggle between pit and pond, press corresponding icon in zone information menu ([[File:Ui Pit.png|24px]]/[[File:Ui Pond.png|24px]]).&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond ([[File:Ui assign creature.png|24px]]). If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
[[File:trash_medium_icon.png|right]]Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{menu icon|i|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[Storage|container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If, for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of, say, troll fur socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
[[File:water_medium_icon.png|right]]Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
[[File:animaltraining_medium_icon.png|right]]An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained, unless they are in a training zone or [[pasture]], or on a [[restraint]]. To be tamed, they must be in a [[cage]]. &lt;br /&gt;
&lt;br /&gt;
For making an animal training zone, it is advisable to create a small room with a [[door]], which can be closed if necessary. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
[[File:dungeon_medium_icon.png|right]]A dungeon is a room designed for [[justice|dwarven justice]]; and in each room, there must be 1 metal [[cage]]  or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s export ban, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoners (provided you designate a food &amp;amp; drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
[[File:tomb_medium_icon.png|right]]A tomb is designated to a specific dwarf ([[File:Interface dwarf face.jpg|26px]]), or a pet's corpse ([[File:Interface tomb pet.png|26px]]), to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[#Quality_and_value|desired rank]]. Nobles may also store certain favored objects in their tombs. To be considered properly buried, at least ''half'' (rounded up, so no less than one) of their existing body parts must be buried.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[File:fishing_medium_icon.png|right]]Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
[[File:gather_medium_icon.png|right]]This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor ([[File:Ui gather fallen fruits.png|28px]]), from the [[shrub]]s ([[File:Ui gather shrubs.png|28px]]) and from the trees ([[File:Ui gather trees.png|28px]]). If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
[[File:sandpit_medium_icon.png|right]]A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
[[File:claypit_medium_icon.png|right]]A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones. You can check a current rank of a room in the owner's [[profile]] on the &amp;quot;Rooms&amp;quot; tab. There are 8 rank names for each type of a personal room:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely-split into 3 categories: furniture (everything that is a placeable object goes here, including doors), walls, and floors&lt;br /&gt;
&lt;br /&gt;
A room's furniture value is calculated by counting every item of furniture in the room and adding all their [[item value]]s up. Due to the quality-value nerf in v50, furniture is a less effective way to pump up a room's value.&lt;br /&gt;
&lt;br /&gt;
[[Display furniture]] counts towards room value. However, the items ''displayed in it'' only count if the dwarf has a preference for them. So if your king likes [[sword]]s then any sword in a display case will count towards room value, and any [[crossbow]], no matter how valuable, won't.&lt;br /&gt;
&lt;br /&gt;
Wall and floor values are also calculated by adding all the individual tiles of walls and floor, but first we have to calculate the individual values.&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
* '''[[Item value#Material multipliers|Material value]]''' - The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
* '''Pre v50 quality multiplier''' - This is still used in some places.&lt;br /&gt;
* '''Current quality multiplier''' - This is used for items.&lt;br /&gt;
* '''Quality bonus''' - a flat bonus added after the multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4/3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if it's the original cave floor, a smoothed cave floor, or a placed floor. Placed floors have the highest value of the three types of floor.&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall. (Boulders, bars, and blocks of the same material type all have the same value.)&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself and the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
[[File:overlapping_zones_preview.png]]{{clear}}&lt;br /&gt;
When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to &amp;quot;Overlapping (Zone)&amp;quot; in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state have their values set to 0{{cite reddit|13097u3/comment/jhwgm0e}}. There is no difference in value between a piece of furniture shared by two rooms, or by forty.&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
[[Location]]s have individual values and are therefore not affected by overlapping zones (eg. A ''Dining Hall/Tavern'' overlapping a ''Meeting Hall/Temple'' will have both Dining and Meeting halls value to 0, but the Temple and the Tavern will share the same values{{cite forum|181632.msg8475740#msg8475740}}.&lt;br /&gt;
&lt;br /&gt;
=== Building optimally ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high-value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:&lt;br /&gt;
&lt;br /&gt;
# Use your high-value materials on floor tiles, not furniture. A decently-engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest-value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
Since version 50, there is nothing that requires a room to be a single connected piece. This, combined with wall sharing, allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom. And with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:&lt;br /&gt;
[[File:Zone value breaking example.png|thumb|200px|Steps 2 and 3.]]&lt;br /&gt;
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room ''on the same [[z-level]]'' add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z-level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z-level of sky would instantly create a royal quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=313234</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=313234"/>
		<updated>2025-12-30T11:10:58Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* What counts towards room value */ Link to item value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
A '''zone''' is an area where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{menu icon|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone) or simply draw it (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zone types, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[location]]s after creation. To do this, first create the relevant zone, then click the Add Location button ([[File:Ui location add.png]]) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[#Quality_and_value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet, or with low [[Personality facet#ORDERLINESS|orderliness]] personality facet will scatter their old clothing everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a bedroom assigned to them will sleep. However, sleeping in a dormitory will generate a negative [[thought]] (embarrassed after sleeping without a proper room).&lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
[[File:dining_medium_icon.png|right]]A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_medium_icon.png|right]]A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will probably lead to starvation, unless your meeting area is overgrown with [[grass]] or fungi for some reason. '''Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.'''  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The marksdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of  being easy to set up and needing much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:pit_medium_icon.png|right]]A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond. By default, the zone will be a pit. To toggle between pit and pond, press corresponding icon in zone information menu ([[File:Ui Pit.png|24px]]/[[File:Ui Pond.png|24px]]).&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond ([[File:Ui assign creature.png|24px]]). If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
[[File:trash_medium_icon.png|right]]Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{menu icon|i|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[Storage|container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If, for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of, say, troll fur socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
[[File:water_medium_icon.png|right]]Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
[[File:animaltraining_medium_icon.png|right]]An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained, unless they are in a training zone or [[pasture]], or on a [[restraint]]. To be tamed, they must be in a [[cage]]. &lt;br /&gt;
&lt;br /&gt;
For making an animal training zone, it is advisable to create a small room with a [[door]], which can be closed if necessary. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
[[File:dungeon_medium_icon.png|right]]A dungeon is a room designed for [[justice|dwarven justice]]; and in each room, there must be 1 metal [[cage]]  or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s export ban, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoners (provided you designate a food &amp;amp; drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
[[File:tomb_medium_icon.png|right]]A tomb is designated to a specific dwarf ([[File:Interface dwarf face.jpg|26px]]), or a pet's corpse ([[File:Interface tomb pet.png|26px]]), to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[#Quality_and_value|desired rank]]. Nobles may also store certain favored objects in their tombs. To be considered properly buried, at least ''half'' (rounded up, so no less than one) of their existing body parts must be buried.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[File:fishing_medium_icon.png|right]]Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
[[File:gather_medium_icon.png|right]]This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor ([[File:Ui gather fallen fruits.png|28px]]), from the [[shrub]]s ([[File:Ui gather shrubs.png|28px]]) and from the trees ([[File:Ui gather trees.png|28px]]). If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
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=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
[[File:sandpit_medium_icon.png|right]]A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
[[File:claypit_medium_icon.png|right]]A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
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== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones. You can check a current rank of a room in the owner's [[profile]] on the &amp;quot;Rooms&amp;quot; tab. There are 8 rank names for each type of a personal room:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 0&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely-split into 3 categories: furniture (everything that is a placeable object goes here, including doors), walls, and floors&lt;br /&gt;
&lt;br /&gt;
A room's furniture value is calculated by counting every item of furniture in the room and adding all their [[item value]]s up. Due to the quality-value nerf in v50, furniture is a less effective way to pump up a room's value.&lt;br /&gt;
&lt;br /&gt;
[[Display furniture]] counts towards room value. However, the items ''displayed in it'' only count if the dwarf has a preference for them. So if your king likes [[sword]]s then any sword in a display case will count towards room value, and any [[crossbow]], no matter how valuable, won't.&lt;br /&gt;
&lt;br /&gt;
Wall and floor values are also calculated by adding all the individual tiles of walls and floor, but first we have to calculate the individual values.&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
* '''Material value''' - The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
* '''Pre v50 quality multiplier''' - This is still used in some places.&lt;br /&gt;
* '''Current quality multiplier''' - This is used for items.&lt;br /&gt;
* '''Quality bonus''' - a flat bonus added after the multiplier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4/3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if it's the original cave floor, a smoothed cave floor, or a placed floor. Placed floors have the highest value of the three types of floor.&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall. (Boulders, bars, and blocks of the same material type all have the same value.)&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself and the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
[[File:overlapping_zones_preview.png]]{{clear}}&lt;br /&gt;
When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to &amp;quot;Overlapping (Zone)&amp;quot; in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state have their values set to 0{{cite reddit|13097u3/comment/jhwgm0e}}. There is no difference in value between a piece of furniture shared by two rooms, or by forty.&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
[[Location]]s have individual values and are therefore not affected by overlapping zones (eg. A ''Dining Hall/Tavern'' overlapping a ''Meeting Hall/Temple'' will have both Dining and Meeting halls value to 0, but the Temple and the Tavern will share the same values{{cite forum|181632.msg8475740#msg8475740}}.&lt;br /&gt;
&lt;br /&gt;
=== Building optimally ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high-value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:&lt;br /&gt;
&lt;br /&gt;
# Use your high-value materials on floor tiles, not furniture. A decently-engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest-value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
Since version 50, there is nothing that requires a room to be a single connected piece. This, combined with wall sharing, allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom. And with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:&lt;br /&gt;
[[File:Zone value breaking example.png|thumb|200px|Steps 2 and 3.]]&lt;br /&gt;
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room ''on the same [[z-level]]'' add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z-level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z-level of sky would instantly create a royal quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=313215</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=313215"/>
		<updated>2025-12-29T15:36:18Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Alternative to Hot Keys */ added links for hotkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.&lt;br /&gt;
&lt;br /&gt;
== Burrows Menu ==&lt;br /&gt;
&lt;br /&gt;
Open the burrows menu with {{Menu icon|U}}.&lt;br /&gt;
This will open the burrows menu:&lt;br /&gt;
&lt;br /&gt;
[[File:Burrows Menu.png]]&lt;br /&gt;
&lt;br /&gt;
Clicking the &amp;quot;Add new burrow&amp;quot; button prompts you to paint what the burrow encompasses,&lt;br /&gt;
then provides a menu for specifying the burrow's symbol and colors.&lt;br /&gt;
&lt;br /&gt;
In the burrows menu each burrow provides the following information on 2 rows&lt;br /&gt;
* First Row&lt;br /&gt;
** Icon of Burrow (click on the icon to change)&lt;br /&gt;
** Name of Burrow&lt;br /&gt;
** [[File:recenter_button.png]]: recenter the map on the burrow&lt;br /&gt;
** [[File:UI_Paint_Button.png]]: repaint the burrow&lt;br /&gt;
** [[File:UI_Delete_Area.png]]: delete the burrow&lt;br /&gt;
* Second Row&lt;br /&gt;
** Number of assigned citizens&lt;br /&gt;
** [[File:UI_add_worker.png]]: manage who is assigned to this burrow&lt;br /&gt;
** [[File:Ui burrow source outside.jpg]]/[[File:Ui burrow source inside only.jpg]]: whether workshops in the burrow will/won't source materials from outside the burrow&lt;br /&gt;
** [[File:Burrow_active.png]]/[[File:Burrow_suspended.png]]: whether the burrow is active/suspended&lt;br /&gt;
&lt;br /&gt;
A burrow does not need to be contiguous and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols for the burrow's icon to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
===Assigning Citizens===&lt;br /&gt;
Citizens can be assigned to any number of burrows, includine none at all.&lt;br /&gt;
The burrow assignment menu appears as follows:&lt;br /&gt;
&lt;br /&gt;
[[File:Burrow_assignment_menu.png]]&lt;br /&gt;
&lt;br /&gt;
On the top you can quickly assign all civilians (those not in a military squad) to the burrow, remove all civilians from the burrow (by selecting none), and similarly for soldiers.&lt;br /&gt;
&lt;br /&gt;
Citizens assigned to 1 or more active (i.e. non-suspended) burrows will only accept jobs from within their assigned burrows.&lt;br /&gt;
Furthermore, they will _not_ venture outside of their assigned burrows to collect resources for a job, no matter what the setting is for workshops sourcing materials outside the burrow.&lt;br /&gt;
Note that active military orders (kill/train/etc) override burrow assignments (for example, soldiers will perform training in their barracks if ordered/scheduled to do so, regardless of whether they are assigned to burrows that encompass the barracks).&lt;br /&gt;
See [[#Limiting civilian citizen jobs]] for caveats and problems that this can cause.&lt;br /&gt;
&lt;br /&gt;
This can lead to some non-intuitive behavior, and a lot of job cancellation spam. An example of such odd behavior is that when a citizen is assigned to 2 burrows (with material sourcing from anywhere), they will bring materials from 1 burrow to the other burrow to perform a job, but will not haul items from one burrow to stockpiles in the other.&lt;br /&gt;
&lt;br /&gt;
Citizens not assigned to any active burrows will completely ignore burrow designations.&lt;br /&gt;
i.e. They may perform jobs within a burrow, haul items into/out of a burrow, etc.&lt;br /&gt;
&lt;br /&gt;
===Suspending Burrows===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Assigned citizens will not respect burrow restrictions&amp;quot;. i.e. when suspended the game behaves as if you have deleted the burrow.&lt;br /&gt;
It can be useful to define a &amp;quot;safe&amp;quot; burrow with food and drinks, locked away from the outside world. Assign all of your civilians, and only activate it when a goblin siege or other threatening force shows up.&lt;br /&gt;
&lt;br /&gt;
===Workshops Material Sourcing===&lt;br /&gt;
&lt;br /&gt;
When a burrow does not allow sourcing materials from outside the burrow ([[File:Ui burrow source inside only.jpg]]), jobs for workshops inside the burrow will not allow for the material to be brought in from outside of the burrow.&lt;br /&gt;
Otherwise, materials _can_ be retrieved from outside the burrow.&lt;br /&gt;
This can be used as an alternative to (or in combination with) linked stockpiles. See [[#Limit workshops to burrow]].&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
=== Limiting civilian citizen jobs ===&lt;br /&gt;
&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens &amp;amp; resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.&lt;br /&gt;
&lt;br /&gt;
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that &amp;quot;job&amp;quot; here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
&lt;br /&gt;
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.&lt;br /&gt;
&lt;br /&gt;
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, the dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. &lt;br /&gt;
&lt;br /&gt;
As such, a dwarf's burrow should include: &lt;br /&gt;
&lt;br /&gt;
* All places they work at, sleep, eat, drink. &lt;br /&gt;
* All tools, raw materials, fuel and items they need for above.&lt;br /&gt;
* All stockpiles they store items in. &lt;br /&gt;
* All stockpiles they take items from.&lt;br /&gt;
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. &lt;br /&gt;
&lt;br /&gt;
Take care to avoid dwarves having labors that result in them taking jobs that demand items outside the burrow:&lt;br /&gt;
&lt;br /&gt;
* Food hauling and food stockpile that takes from anywhere. &lt;br /&gt;
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.&lt;br /&gt;
* Seek Infant and a baby dropped outside the burrow.&lt;br /&gt;
&lt;br /&gt;
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside the burrow to in. Otherwise, dwarves not assigned to the burrow can still do jobs in its area, including moving food inside.&lt;br /&gt;
&lt;br /&gt;
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.&lt;br /&gt;
&lt;br /&gt;
† However, active military dwarves are unaffected and can even perform those same drills.&lt;br /&gt;
&lt;br /&gt;
=== Limit workshops to burrow ===&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. &lt;br /&gt;
&lt;br /&gt;
This setting behaves as if workshop or furnace or trap is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. &lt;br /&gt;
&lt;br /&gt;
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.&lt;br /&gt;
&lt;br /&gt;
There are some notable differences from using links, however: &lt;br /&gt;
&lt;br /&gt;
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.&lt;br /&gt;
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.&lt;br /&gt;
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.&lt;br /&gt;
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...&lt;br /&gt;
&lt;br /&gt;
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
In previous versions, civilian alerts could be used to force all civilians and animals to remain inside a burrow, ignoring their individual assignments for the time being.&lt;br /&gt;
In the current version {{version|50.07}}, this feature is [[Missing features|missing]] due to {{F|169696/8442542|UI and time constraints}}. The ability to assign all civilians to a burrow replicates some of its functionality. [[DFHack]] adds the full feature back to the UI if you have it installed.&lt;br /&gt;
&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to [[Hot Keys]]===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to. Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles. This is useful when you run out of [[hotkey]] slots.&lt;br /&gt;
&lt;br /&gt;
===Causing and Managing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.&lt;br /&gt;
&lt;br /&gt;
Ironically, some dwarves going insane can be easily managed with a burrow. Despite their wild and irreversible mental state, dwarves can comply with the limited area of the burrow. This can be extremely useful for keeping insane and potentially harmful dwarves away from the general population, as well as keeping others from seeing the corpse of the insane person when they inevitably die.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems.&lt;br /&gt;
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Burrow]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=313212</id>
		<title>Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=313212"/>
		<updated>2025-12-29T15:16:39Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Icons */ Links for ways one can become airborne&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:status_icon_preview.png|right]]'''Status icons''' (also known as '''indicators''') are symbols that appear over a [[creature]]'s head or at one's feet when it is under a particular effect, summarised below. When a creature has multiple status icons, they will appear in succession. In ASCII mode, the icons appear on the creature's tile, rather than being above or below a creature. This is somewhat expanded in [[adventure mode]], where the last location or action of a creature is reported.&lt;br /&gt;
&lt;br /&gt;
== Icons ==&lt;br /&gt;
{{dual image&lt;br /&gt;
|premium=Image:status_icons_v50.png&lt;br /&gt;
|classic=File:icons.gif&lt;br /&gt;
|caption=All status icons. &amp;lt;small&amp;gt;(Click toggle for older ASCII icons)&amp;lt;/small&amp;gt;&lt;br /&gt;
|width=427px}}&lt;br /&gt;
&lt;br /&gt;
With [[Premium version|premium graphics]], these icons appear above creatures. With [[Classic version|classic graphics]], they alternate with the {{Tile|☺|4:1}} tile.&lt;br /&gt;
&lt;br /&gt;
* [[#Premium|(n/a)]] / {{Tile|☺|4:0}} '''[[Legendary]]:''' The [[dwarf]] has a [[skill]] that has reached Legendary level - take care of these fellows. Notable [[historical figure]]s (including [[megabeast]]s) also flash, but at a different rate.&lt;br /&gt;
* [[File:fire_sprite_anim.gif|20px]] / {{Tile|☺|6:0:1}} '''[[fire|On Fire]]:''' The dwarf is on fire. In ASCII mode, the tile (as well as the creature's name in the premium version) flashes quickly between red and yellow. Other creatures on fire flash as well. Already-yellow dwarves or creatures such as a carpenter, spearmaster, etc. will flash to red. With graphics enabled, the fire sprite will appear on top of an ignited creature.&lt;br /&gt;
* [[File:status_migrant_icon.png]] / {{Tile|X|0:1}} '''[[Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
* [[File:status_nojob_icon.png]] / {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination.&amp;lt;!-- Tame animals will get this while they are being dragged to a [[restraint]], [[cage]], or [[butcher's shop]].--&amp;gt;&lt;br /&gt;
* [[File:status_nodest_icon.png]] / {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily shows when they first get a job, or momentarily flashes after finishing a task.&lt;br /&gt;
* [[#Premium|(n/a)]] / {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|│|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} ([[File:tile_stack_anim.gif]]) '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
* [[File:status_hungry_icon.png]] / {{Tile|↓|6:0}} '''Hungry:''' The dwarf needs [[food]] badly, or a grazing animal needs to eat [[grass]]. &lt;br /&gt;
* [[File:status_thirst_icon.png]] / {{Tile|↓|1:1}} '''Thirsty:''' The dwarf needs [[water]] or [[alcohol]].&lt;br /&gt;
* [[File:status_drowsy_icon.png]] / {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants [[sleep]].&lt;br /&gt;
* [[File:status_stressed_icon.png]] / {{Tile|↓|4:1}} '''Stressed:''' The dwarf is feeling the effects of [[stress]]. Not a good sign for a fortress, as it can lead to emotional breakdowns (detailed on the Stress page) and eventual [[insanity]] if left to accumulate.&lt;br /&gt;
* [[File:status_distracted_icon.png]] / {{Tile|↓|6:1}} '''Distracted:''' The dwarf is distracted by unmet [[need]]s.&lt;br /&gt;
* [[File:status_sleeping_icon.png]] / {{Tile|Z|0:1}} '''Sleeping:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
* [[File:status_feymood_icon.png]] / {{Tile|!|7:1}} '''[[Strange mood#Fey|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, the dwarf will have a skill increase to [[Legendary]], along with attributes. If the required workshop and items are not available, the dwarf will eventually go insane, berserk, or melancholy.&lt;br /&gt;
* [[File:status_possessed_icon.png]] / {{Tile|!|5:1}} '''Possessed:''' The same thing as a [[Strange mood#Possessed|fey mood]], but without the skill increase.&lt;br /&gt;
* [[File:status_secretive_icon.png]] / {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as a [[Strange mood#Secretive|fey mood]], though with more cryptic clues.&lt;br /&gt;
* [[File:status_fellmood_icon.png]] / {{Tile|!|5:0}} '''Fell Mood:''' Similar to a [[Strange mood#Fell|fey mood]], except the individual will murder a fellow dwarf and use the corpse to make the artifact.&lt;br /&gt;
* [[File:status_macabre_icon.png]] / {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
* [[File:status_tantrum_icon.png]] / {{Tile|!|6:1}} '''[[Mental_breakdown#Tantrum|Tantrum]]:''' The dwarf is throwing a tantrum, this can lead to injuries and damage to buildings. Don't ever ignore a dwarf in this state, however, and take measures to relieve stress for that dwarf. &lt;br /&gt;
* [[File:status_oblivious_icon.png]] / {{Tile|!|3:0}} '''[[Mental_breakdown#Oblivious|Oblivious]]:''' The dwarf is stumbling around obliviously. This is a less violent emotional breakdown, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* [[File:status_depression_icon.png]] / {{Tile|!|6:0}} '''[[Mental_breakdown#Depression|Depression]]:''' The dwarf has slipped into depression, and is completely unresponsive to the world. It's temporary, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* [[File:status_madness_icon.png]] / {{Tile|!|3:1}} '''[[Insanity|Madness]]:''' Dwarves (and [[merchant]]s) may eventually go crazy and babble, leading to this icon. Madness may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Stark raving mad creatures move erratically around while randomly removing and dropping articles of clothing until they die of hunger or thirst. Madness is a form of insanity. &lt;br /&gt;
* [[File:status_melancholy_icon.png]] / {{Tile|!|1:1}} '''Melancholy:''' Dwarves (and [[merchant]]s) may eventually become unbearably depressed, leading to this icon. Melancholy may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Melancholy creatures sulk around slowly until they die of hunger or thirst or commit suicide in a lake or chasm. Melancholy is a form of insanity.&lt;br /&gt;
* [[File:status_berserk_icon.png]] / {{Tile|!|4:1}} '''Berserk:''' Dwarves (and [[merchant]]s) may eventually enter a homicidal rage, leading to this icon. Berserk rage may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Berserk creatures attack any creatures in sight until they die of hunger or thirst or are dealt with by the military. Berserk is an extremely dangerous form of insanity.&lt;br /&gt;
* [[File:status_melancholy_icon.png]] / {{Tile|!|2:0}} '''[[Insanity|Catatonic]]:''' Dwarves who cannot cope with stress may suffer a nervous breakdown and simply become unresponsive, staring off into space. Catatonia is a form of insanity.&lt;br /&gt;
* [[File:status_enraged_icon.png]] / {{Tile|!|4:0}} '''Enraged:''' A creature may become enraged when faced with insurmountable odds, particularly after another creature nearby is killed, or in response to a non-critical strike to the head. An Enraged being strikes more powerfully, but can only perform wild attacks, charges, and wrestling maneuvers. The frequency rate of Enragement is dependent on [[Personality facet#ANGER_PROPENSITY|Anger Propensity]].&lt;br /&gt;
* [[File:status_martial_icon.png]] / {{Tile|!|2:1}} '''[[Martial trance|Martial Trance]]:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf/index.php?topic=18055.0 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
* [[File:status_terrified_icon.png]] / {{Tile|!|1:0}} '''Terrified:''' Scared and probably running away from danger. Also very common with defenseless animals that witness something frightening.&lt;br /&gt;
* [[File:status_wrestling_icon.png]] / {{Tile|☺|4:5:1}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
* [[File:status_minorinjury_icon.png]] / {{Tile|+|6:7:1}} '''Minor [[Wound|Injury]]:''' Any wound that leaves only one hand in working condition, including severings. Minor blood loss (Listed as &amp;quot;Faint&amp;quot; in wounds screen.) will also trigger this status flag.&lt;br /&gt;
* [[File:status_majorinjury_icon.png]] / {{Tile|+|4:7:1}} '''Major Injury:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permanently as he goes about his day. Major blood loss (Listed as &amp;quot;Pale&amp;quot; in wounds screen.) will also trigger this status flag. Commonly seen with [[undead]] creatures.&lt;br /&gt;
* [[File:status_paralyzed_icon.png]] / {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move or breathe, and may suffocate while in this state. Caused by [[syndrome|poison]] or severe brain damage.&lt;br /&gt;
* [[File:status_stunned_icon.png]] / {{Tile|X|3:1}}'''Stunned:''' Dwarves can be stunned because of pain, or from being thrown during wrestling. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a [[cave-in]], or as a result of minor [[cave adaptation]]. Stunned creatures suffer major penalties to their skills.&lt;br /&gt;
* [[File:status_nausea_icon.png]] / {{Tile|X|2:1}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
* [[File:status_winded_icon.png]] / {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
* [[File:status_unconscious_icon.png]] / {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a [[trap]] will trigger it, with messy and/or humorous results.&lt;br /&gt;
* [[File:status_fevered_icon.png]] / {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems. Feverish dwarves appear to have some of the mental attributes lowered. Fevers are commonly caused by syndromes.&lt;br /&gt;
* [[File:status_yielded_icon.png]] / {{Tile|X|6:0:1}} '''Yielding:''' The creature is attempting to surrender. Adventure mode only.&lt;br /&gt;
* [[File:status_pretend_icon.png]] / {{Tile|&amp;quot;|5:1}} '''Playing Make Believe:''' A dwarven [[child]] is playing without the need for a [[toy]].&lt;br /&gt;
* [[File:status_tellstory_icon.png]] / {{Tile|&amp;quot;|1:1}} '''Telling a Story:''' Dwarves in [[tavern]]s will tell stories to their fellows.&lt;br /&gt;
* [[File:status_reciting_icon.png]] / {{Tile|&amp;quot;|3:1}} '''Reciting Poetry:''' A [[poet]] is reciting poetry.&lt;br /&gt;
* [[File:status_performing_icon.png]] / {{Tile|♫|3:1}} '''[[Performer|Performing]]:''' Dwarves and [[visitor]]s in [[tavern]]s will sing, dance, and play [[instrument]]s.&lt;br /&gt;
* [[File:status_prone_icon.png]] / {{Tile|☺|4:6:1}} '''On Ground:''' The creature is lying prone on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. [[Babies]] who have lost their mother are also in this state.  Also happens in combat. As Prone creatures move and work significantly slower, make sure to remember to press {{Adv menu icon|s}} to stand up if this happens in adventure mode.&lt;br /&gt;
* [[File:status_projectile_icon.png]] / {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a [[wrestling]] move, flung into the air by a raising [[drawbridge]], fallen off a [[cliff]], gone over a [[waterfall]], or gotten smashed by a [[Weapon#Crushing weapons|blunt weapon]] and is flying backwards from the force of the blow. Or they might be [[jumping]]. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are [[flying]] under their own power are displayed normally.&lt;br /&gt;
* [[File:status_webbed_icon.png]] / {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a [[giant cave spider]]'s web. Other creatures, such as certain types of [[megabeast]]s, can also shoot webs.&lt;br /&gt;
* [[File:status_climbing_icon.png]] '''Climbing:''' The creature is [[Climber|holding]] on to a [[tile]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode indicators==&lt;br /&gt;
The prone, airborne, webbed, and climbing indicators above can appear below creatures. Some of the other icons above can appear at the bottom left of the screen above the character portrait, like hungry, thirsty, and drowsy; those statuses will also be listed on the {{Adv menu icon|z}} status screen. Note that those three in particular will keep counting up after they appear, and the counters can get higher than can be easily reduced. If you don't take care of those needs soon after they appear, you can end up having a stomach full of food and still be hungry, and will have to wait before you can eat again, for example. (However, only the counters for the currently controlled character increase, so other party members won't get those statuses.)&lt;br /&gt;
&lt;br /&gt;
===Conflict indicators===&lt;br /&gt;
The following icons appear at the bottom-right of a creature in Adventure Mode when in combat and indicate which are controlled, allied, or hostile. If they are hostile, the [[level of conflict]] is also shown. There are no ASCII equivalents.&lt;br /&gt;
* [[File:indicator_you.png]] - '''You:''' The character currently controlled by the player.&lt;br /&gt;
* [[File:indicator_ally.png]] - '''Ally:''' The character is an ally and/or companion during a fight.&lt;br /&gt;
* [[File:indicator_brawl.png]] - '''Brawl:''' The character is brawling: punches, kicks, scratches and some wrestling moves, but no weapons.&lt;br /&gt;
* [[File:indicator_nonlethal.png]] - '''Non-lethal:''' Somewhat similar to brawling, but with more types of wrestling moves. Although there is no lethal intent, a combatant may still receive mortal wounds.&lt;br /&gt;
* [[File:indicator_lethal.png]] - '''Lethal:''' The character intends to fight to the death, but someone surrendering may also end the fight.&lt;br /&gt;
&lt;br /&gt;
===Obscured view indicators===&lt;br /&gt;
When a creature is behind something that is blocked by the player's view, these icons will appear in place of them.&lt;br /&gt;
* [[File:unit_memory.png]] / {{Tile|☺|0:5:0}} - '''Creature:''' - According to the memory of the player, a creature was last seen on an obscured tile.&lt;br /&gt;
* [[File:object_memory.png]] / {{Tile|[|2:0}} - '''Object''' - According to the memory of the player, an object (including [[Corpse|corpses]]) was last seen on an obscured tile.&lt;br /&gt;
* [[File:vampire_sense_marker.png|18px]] / {{Tile|☼|4:1}} - '''Blood Sense:''' - When playing as a [[vampire]], view-obscured creatures with blood will have this graphic appear in their place.&lt;br /&gt;
&lt;br /&gt;
===Move indicators===&lt;br /&gt;
During an altercation, the game will show arrows pointing off of the creature taking action. These arrows tell the player where a creature will advance and the purpose behind it.&lt;br /&gt;
* [[File:am_normal_arrows.png]] / {{Tile|&amp;lt;&amp;gt;|2:1}} - '''Normal:''' The creature is simply intending to move in the following direction.&lt;br /&gt;
* [[File:am_attack_arrows.png]] / {{Tile|&amp;lt;&amp;gt;|4:1}} - '''Attack:''' The creature is intending to attack in the following direction.&lt;br /&gt;
* [[File:am_dodge_arrows.png]] / {{Tile|&amp;lt;&amp;gt;|2:1}}{{verify}} - '''Dodge:''' The creature is intending to dodge in the following direction.&lt;br /&gt;
&lt;br /&gt;
===Sound indicators===&lt;br /&gt;
Similar to obscured view indicators, but display when a unit is performing a [[noise]]-creating action, where some of them can display even if not obscured from view. After a while, these icons will dim, showing the age of the moment. For example, once a sound is heard, the [[File:sound_indicator.png]]/ {{Tile|!|6:1}} icon appears, but will turn into [[File:sound_indicator_dim.png]] / {{Tile|!|6:0}} after a while.&lt;br /&gt;
The size of the icon (or the use of double exclamations) indicates the volume of the sound.&lt;br /&gt;
&lt;br /&gt;
* [[File:sound_indicator.png]] / {{Tile|‼|6:1}}{{Tile|‼|6:0}} - '''Movement:''' - The sound of someone or something moving has been heard.&lt;br /&gt;
* [[File:combat_indicator.png]] / {{Tile|‼|4:1}}{{Tile|‼|4:0}} - '''Combat:''' - The sound of combat is heard.&lt;br /&gt;
* [[File:speech_indicator.gif]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Vocalization:''' - [[Talking]] and vocalizations are heard.&lt;br /&gt;
* [[File:mechanic_indicator.png]] / {{Tile|‼|2:1}}{{Tile|‼|2:0}} - '''Mechanics:''' - A grinding [[mechanism|mechanical]] sound is heard.&lt;br /&gt;
* [[File:story_tell_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Storytelling:''' - A creature is telling a story.&lt;br /&gt;
* [[File:poetry_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Poetry:''' - A creature reciting poetry.&lt;br /&gt;
* [[File:sing_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Singing:''' - A creature is singing.&lt;br /&gt;
* [[File:preach_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Preaching:''' - A creature is preaching.&lt;br /&gt;
&lt;br /&gt;
==Classic==&lt;br /&gt;
With [[Classic|classic graphics]], in addition to the above symbols, creatures [[hauling]] an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following non-flashing icons are used if [[classic|classic graphics]] are enabled:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|3:1:1}} '''Under Water:''' The creature is - you guessed it - underwater. If a large fish is not in this state, it is [[Swimmer#Drowning|air-drown]]ing.&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress. 'e's an ex-dwarf! Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
==Premium==&lt;br /&gt;
With [[Premium version|premium graphics]] enabled, unlike with [[Classic version|classic graphics]], the following statuses do not have their own thought bubble icon: legendary, on fire, multiple creatures standing on the exact same tile, underwater, missing and dead. Many of these statuses are represented in different ways.&lt;br /&gt;
*Underwater and flashing creatures become grayscale. Creatures with layered [[graphics]] are exempt, such as legendary dwarves; however, their name colors still do when viewing them in lists.&lt;br /&gt;
*Creatures on fire will have an animated fire sprite overlapping their icon.&lt;br /&gt;
*Multiple creatures do not give the tile a unique animation, instead, the game will simply alternate between the sprites of those standing in that spot.&lt;br /&gt;
*Dead creatures instead have their own unique sprite where they lay horizontal and have less color to them.&lt;br /&gt;
*There are no unique icons for being missing or being underwater.&lt;br /&gt;
*[[Night creature]]s are recolored to match their condition.&lt;br /&gt;
*The graphics for civilized creatures can reflect [[wound]]s such as scars and missing facial features. &lt;br /&gt;
*In adventure mode, [[level of conflict]] is represented by a dot at the bottom right. &lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Status icon]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=313211</id>
		<title>Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Status_icon&amp;diff=313211"/>
		<updated>2025-12-29T15:05:24Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Icons */ &amp;quot;airborne&amp;quot; might also be jumping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:status_icon_preview.png|right]]'''Status icons''' (also known as '''indicators''') are symbols that appear over a [[creature]]'s head or at one's feet when it is under a particular effect, summarised below. When a creature has multiple status icons, they will appear in succession. In ASCII mode, the icons appear on the creature's tile, rather than being above or below a creature. This is somewhat expanded in [[adventure mode]], where the last location or action of a creature is reported.&lt;br /&gt;
&lt;br /&gt;
== Icons ==&lt;br /&gt;
{{dual image&lt;br /&gt;
|premium=Image:status_icons_v50.png&lt;br /&gt;
|classic=File:icons.gif&lt;br /&gt;
|caption=All status icons. &amp;lt;small&amp;gt;(Click toggle for older ASCII icons)&amp;lt;/small&amp;gt;&lt;br /&gt;
|width=427px}}&lt;br /&gt;
&lt;br /&gt;
With [[Premium version|premium graphics]], these icons appear above creatures. With [[Classic version|classic graphics]], they alternate with the {{Tile|☺|4:1}} tile.&lt;br /&gt;
&lt;br /&gt;
* [[#Premium|(n/a)]] / {{Tile|☺|4:0}} '''[[Legendary]]:''' The [[dwarf]] has a [[skill]] that has reached Legendary level - take care of these fellows. Notable [[historical figure]]s (including [[megabeast]]s) also flash, but at a different rate.&lt;br /&gt;
* [[File:fire_sprite_anim.gif|20px]] / {{Tile|☺|6:0:1}} '''[[fire|On Fire]]:''' The dwarf is on fire. In ASCII mode, the tile (as well as the creature's name in the premium version) flashes quickly between red and yellow. Other creatures on fire flash as well. Already-yellow dwarves or creatures such as a carpenter, spearmaster, etc. will flash to red. With graphics enabled, the fire sprite will appear on top of an ignited creature.&lt;br /&gt;
* [[File:status_migrant_icon.png]] / {{Tile|X|0:1}} '''[[Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
* [[File:status_nojob_icon.png]] / {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination.&amp;lt;!-- Tame animals will get this while they are being dragged to a [[restraint]], [[cage]], or [[butcher's shop]].--&amp;gt;&lt;br /&gt;
* [[File:status_nodest_icon.png]] / {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily shows when they first get a job, or momentarily flashes after finishing a task.&lt;br /&gt;
* [[#Premium|(n/a)]] / {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|│|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} ([[File:tile_stack_anim.gif]]) '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
* [[File:status_hungry_icon.png]] / {{Tile|↓|6:0}} '''Hungry:''' The dwarf needs [[food]] badly, or a grazing animal needs to eat [[grass]]. &lt;br /&gt;
* [[File:status_thirst_icon.png]] / {{Tile|↓|1:1}} '''Thirsty:''' The dwarf needs [[water]] or [[alcohol]].&lt;br /&gt;
* [[File:status_drowsy_icon.png]] / {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants [[sleep]].&lt;br /&gt;
* [[File:status_stressed_icon.png]] / {{Tile|↓|4:1}} '''Stressed:''' The dwarf is feeling the effects of [[stress]]. Not a good sign for a fortress, as it can lead to emotional breakdowns (detailed on the Stress page) and eventual [[insanity]] if left to accumulate.&lt;br /&gt;
* [[File:status_distracted_icon.png]] / {{Tile|↓|6:1}} '''Distracted:''' The dwarf is distracted by unmet [[need]]s.&lt;br /&gt;
* [[File:status_sleeping_icon.png]] / {{Tile|Z|0:1}} '''Sleeping:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
* [[File:status_feymood_icon.png]] / {{Tile|!|7:1}} '''[[Strange mood#Fey|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, the dwarf will have a skill increase to [[Legendary]], along with attributes. If the required workshop and items are not available, the dwarf will eventually go insane, berserk, or melancholy.&lt;br /&gt;
* [[File:status_possessed_icon.png]] / {{Tile|!|5:1}} '''Possessed:''' The same thing as a [[Strange mood#Possessed|fey mood]], but without the skill increase.&lt;br /&gt;
* [[File:status_secretive_icon.png]] / {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as a [[Strange mood#Secretive|fey mood]], though with more cryptic clues.&lt;br /&gt;
* [[File:status_fellmood_icon.png]] / {{Tile|!|5:0}} '''Fell Mood:''' Similar to a [[Strange mood#Fell|fey mood]], except the individual will murder a fellow dwarf and use the corpse to make the artifact.&lt;br /&gt;
* [[File:status_macabre_icon.png]] / {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
* [[File:status_tantrum_icon.png]] / {{Tile|!|6:1}} '''[[Mental_breakdown#Tantrum|Tantrum]]:''' The dwarf is throwing a tantrum, this can lead to injuries and damage to buildings. Don't ever ignore a dwarf in this state, however, and take measures to relieve stress for that dwarf. &lt;br /&gt;
* [[File:status_oblivious_icon.png]] / {{Tile|!|3:0}} '''[[Mental_breakdown#Oblivious|Oblivious]]:''' The dwarf is stumbling around obliviously. This is a less violent emotional breakdown, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* [[File:status_depression_icon.png]] / {{Tile|!|6:0}} '''[[Mental_breakdown#Depression|Depression]]:''' The dwarf has slipped into depression, and is completely unresponsive to the world. It's temporary, but it may be followed by permanent insanity if the stress continues.&lt;br /&gt;
* [[File:status_madness_icon.png]] / {{Tile|!|3:1}} '''[[Insanity|Madness]]:''' Dwarves (and [[merchant]]s) may eventually go crazy and babble, leading to this icon. Madness may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Stark raving mad creatures move erratically around while randomly removing and dropping articles of clothing until they die of hunger or thirst. Madness is a form of insanity. &lt;br /&gt;
* [[File:status_melancholy_icon.png]] / {{Tile|!|1:1}} '''Melancholy:''' Dwarves (and [[merchant]]s) may eventually become unbearably depressed, leading to this icon. Melancholy may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Melancholy creatures sulk around slowly until they die of hunger or thirst or commit suicide in a lake or chasm. Melancholy is a form of insanity.&lt;br /&gt;
* [[File:status_berserk_icon.png]] / {{Tile|!|4:1}} '''Berserk:''' Dwarves (and [[merchant]]s) may eventually enter a homicidal rage, leading to this icon. Berserk rage may be the result of prolonged unhappiness, failure to complete an artifact, or, for merchants, failure to leave the fortress. Berserk creatures attack any creatures in sight until they die of hunger or thirst or are dealt with by the military. Berserk is an extremely dangerous form of insanity.&lt;br /&gt;
* [[File:status_melancholy_icon.png]] / {{Tile|!|2:0}} '''[[Insanity|Catatonic]]:''' Dwarves who cannot cope with stress may suffer a nervous breakdown and simply become unresponsive, staring off into space. Catatonia is a form of insanity.&lt;br /&gt;
* [[File:status_enraged_icon.png]] / {{Tile|!|4:0}} '''Enraged:''' A creature may become enraged when faced with insurmountable odds, particularly after another creature nearby is killed, or in response to a non-critical strike to the head. An Enraged being strikes more powerfully, but can only perform wild attacks, charges, and wrestling maneuvers. The frequency rate of Enragement is dependent on [[Personality facet#ANGER_PROPENSITY|Anger Propensity]].&lt;br /&gt;
* [[File:status_martial_icon.png]] / {{Tile|!|2:1}} '''[[Martial trance|Martial Trance]]:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Main:Toady One|Toady One]] has [http://www.bay12forums.com/smf/index.php?topic=18055.0 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
* [[File:status_terrified_icon.png]] / {{Tile|!|1:0}} '''Terrified:''' Scared and probably running away from danger. Also very common with defenseless animals that witness something frightening.&lt;br /&gt;
* [[File:status_wrestling_icon.png]] / {{Tile|☺|4:5:1}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
* [[File:status_minorinjury_icon.png]] / {{Tile|+|6:7:1}} '''Minor [[Wound|Injury]]:''' Any wound that leaves only one hand in working condition, including severings. Minor blood loss (Listed as &amp;quot;Faint&amp;quot; in wounds screen.) will also trigger this status flag.&lt;br /&gt;
* [[File:status_majorinjury_icon.png]] / {{Tile|+|4:7:1}} '''Major Injury:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permanently as he goes about his day. Major blood loss (Listed as &amp;quot;Pale&amp;quot; in wounds screen.) will also trigger this status flag. Commonly seen with [[undead]] creatures.&lt;br /&gt;
* [[File:status_paralyzed_icon.png]] / {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move or breathe, and may suffocate while in this state. Caused by [[syndrome|poison]] or severe brain damage.&lt;br /&gt;
* [[File:status_stunned_icon.png]] / {{Tile|X|3:1}}'''Stunned:''' Dwarves can be stunned because of pain, or from being thrown during wrestling. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a [[cave-in]], or as a result of minor [[cave adaptation]]. Stunned creatures suffer major penalties to their skills.&lt;br /&gt;
* [[File:status_nausea_icon.png]] / {{Tile|X|2:1}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
* [[File:status_winded_icon.png]] / {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
* [[File:status_unconscious_icon.png]] / {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a [[trap]] will trigger it, with messy and/or humorous results.&lt;br /&gt;
* [[File:status_fevered_icon.png]] / {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems. Feverish dwarves appear to have some of the mental attributes lowered. Fevers are commonly caused by syndromes.&lt;br /&gt;
* [[File:status_yielded_icon.png]] / {{Tile|X|6:0:1}} '''Yielding:''' The creature is attempting to surrender. Adventure mode only.&lt;br /&gt;
* [[File:status_pretend_icon.png]] / {{Tile|&amp;quot;|5:1}} '''Playing Make Believe:''' A dwarven [[child]] is playing without the need for a [[toy]].&lt;br /&gt;
* [[File:status_tellstory_icon.png]] / {{Tile|&amp;quot;|1:1}} '''Telling a Story:''' Dwarves in [[tavern]]s will tell stories to their fellows.&lt;br /&gt;
* [[File:status_reciting_icon.png]] / {{Tile|&amp;quot;|3:1}} '''Reciting Poetry:''' A [[poet]] is reciting poetry.&lt;br /&gt;
* [[File:status_performing_icon.png]] / {{Tile|♫|3:1}} '''[[Performer|Performing]]:''' Dwarves and [[visitor]]s in [[tavern]]s will sing, dance, and play [[instrument]]s.&lt;br /&gt;
* [[File:status_prone_icon.png]] / {{Tile|☺|4:6:1}} '''On Ground:''' The creature is lying prone on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. [[Babies]] who have lost their mother are also in this state.  Also happens in combat. As Prone creatures move and work significantly slower, make sure to remember to press {{Adv menu icon|s}} to stand up if this happens in adventure mode.&lt;br /&gt;
* [[File:status_projectile_icon.png]] / {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall, or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. Or they might be jumping. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
* [[File:status_webbed_icon.png]] / {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a [[giant cave spider]]'s web. Other creatures, such as certain types of [[megabeast]]s, can also shoot webs.&lt;br /&gt;
* [[File:status_climbing_icon.png]] '''Climbing:''' The creature is [[Climber|holding]] on to a [[tile]].&lt;br /&gt;
&lt;br /&gt;
==Adventure mode indicators==&lt;br /&gt;
The prone, airborne, webbed, and climbing indicators above can appear below creatures. Some of the other icons above can appear at the bottom left of the screen above the character portrait, like hungry, thirsty, and drowsy; those statuses will also be listed on the {{Adv menu icon|z}} status screen. Note that those three in particular will keep counting up after they appear, and the counters can get higher than can be easily reduced. If you don't take care of those needs soon after they appear, you can end up having a stomach full of food and still be hungry, and will have to wait before you can eat again, for example. (However, only the counters for the currently controlled character increase, so other party members won't get those statuses.)&lt;br /&gt;
&lt;br /&gt;
===Conflict indicators===&lt;br /&gt;
The following icons appear at the bottom-right of a creature in Adventure Mode when in combat and indicate which are controlled, allied, or hostile. If they are hostile, the [[level of conflict]] is also shown. There are no ASCII equivalents.&lt;br /&gt;
* [[File:indicator_you.png]] - '''You:''' The character currently controlled by the player.&lt;br /&gt;
* [[File:indicator_ally.png]] - '''Ally:''' The character is an ally and/or companion during a fight.&lt;br /&gt;
* [[File:indicator_brawl.png]] - '''Brawl:''' The character is brawling: punches, kicks, scratches and some wrestling moves, but no weapons.&lt;br /&gt;
* [[File:indicator_nonlethal.png]] - '''Non-lethal:''' Somewhat similar to brawling, but with more types of wrestling moves. Although there is no lethal intent, a combatant may still receive mortal wounds.&lt;br /&gt;
* [[File:indicator_lethal.png]] - '''Lethal:''' The character intends to fight to the death, but someone surrendering may also end the fight.&lt;br /&gt;
&lt;br /&gt;
===Obscured view indicators===&lt;br /&gt;
When a creature is behind something that is blocked by the player's view, these icons will appear in place of them.&lt;br /&gt;
* [[File:unit_memory.png]] / {{Tile|☺|0:5:0}} - '''Creature:''' - According to the memory of the player, a creature was last seen on an obscured tile.&lt;br /&gt;
* [[File:object_memory.png]] / {{Tile|[|2:0}} - '''Object''' - According to the memory of the player, an object (including [[Corpse|corpses]]) was last seen on an obscured tile.&lt;br /&gt;
* [[File:vampire_sense_marker.png|18px]] / {{Tile|☼|4:1}} - '''Blood Sense:''' - When playing as a [[vampire]], view-obscured creatures with blood will have this graphic appear in their place.&lt;br /&gt;
&lt;br /&gt;
===Move indicators===&lt;br /&gt;
During an altercation, the game will show arrows pointing off of the creature taking action. These arrows tell the player where a creature will advance and the purpose behind it.&lt;br /&gt;
* [[File:am_normal_arrows.png]] / {{Tile|&amp;lt;&amp;gt;|2:1}} - '''Normal:''' The creature is simply intending to move in the following direction.&lt;br /&gt;
* [[File:am_attack_arrows.png]] / {{Tile|&amp;lt;&amp;gt;|4:1}} - '''Attack:''' The creature is intending to attack in the following direction.&lt;br /&gt;
* [[File:am_dodge_arrows.png]] / {{Tile|&amp;lt;&amp;gt;|2:1}}{{verify}} - '''Dodge:''' The creature is intending to dodge in the following direction.&lt;br /&gt;
&lt;br /&gt;
===Sound indicators===&lt;br /&gt;
Similar to obscured view indicators, but display when a unit is performing a [[noise]]-creating action, where some of them can display even if not obscured from view. After a while, these icons will dim, showing the age of the moment. For example, once a sound is heard, the [[File:sound_indicator.png]]/ {{Tile|!|6:1}} icon appears, but will turn into [[File:sound_indicator_dim.png]] / {{Tile|!|6:0}} after a while.&lt;br /&gt;
The size of the icon (or the use of double exclamations) indicates the volume of the sound.&lt;br /&gt;
&lt;br /&gt;
* [[File:sound_indicator.png]] / {{Tile|‼|6:1}}{{Tile|‼|6:0}} - '''Movement:''' - The sound of someone or something moving has been heard.&lt;br /&gt;
* [[File:combat_indicator.png]] / {{Tile|‼|4:1}}{{Tile|‼|4:0}} - '''Combat:''' - The sound of combat is heard.&lt;br /&gt;
* [[File:speech_indicator.gif]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Vocalization:''' - [[Talking]] and vocalizations are heard.&lt;br /&gt;
* [[File:mechanic_indicator.png]] / {{Tile|‼|2:1}}{{Tile|‼|2:0}} - '''Mechanics:''' - A grinding [[mechanism|mechanical]] sound is heard.&lt;br /&gt;
* [[File:story_tell_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Storytelling:''' - A creature is telling a story.&lt;br /&gt;
* [[File:poetry_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Poetry:''' - A creature reciting poetry.&lt;br /&gt;
* [[File:sing_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Singing:''' - A creature is singing.&lt;br /&gt;
* [[File:preach_indicator.png]] / {{Tile|‼|3:1}}{{Tile|‼|3:0}} - '''Preaching:''' - A creature is preaching.&lt;br /&gt;
&lt;br /&gt;
==Classic==&lt;br /&gt;
With [[Classic|classic graphics]], in addition to the above symbols, creatures [[hauling]] an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
The following non-flashing icons are used if [[classic|classic graphics]] are enabled:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|3:1:1}} '''Under Water:''' The creature is - you guessed it - underwater. If a large fish is not in this state, it is [[Swimmer#Drowning|air-drown]]ing.&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress. 'e's an ex-dwarf! Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
==Premium==&lt;br /&gt;
With [[Premium version|premium graphics]] enabled, unlike with [[Classic version|classic graphics]], the following statuses do not have their own thought bubble icon: legendary, on fire, multiple creatures standing on the exact same tile, underwater, missing and dead. Many of these statuses are represented in different ways.&lt;br /&gt;
*Underwater and flashing creatures become grayscale. Creatures with layered [[graphics]] are exempt, such as legendary dwarves; however, their name colors still do when viewing them in lists.&lt;br /&gt;
*Creatures on fire will have an animated fire sprite overlapping their icon.&lt;br /&gt;
*Multiple creatures do not give the tile a unique animation, instead, the game will simply alternate between the sprites of those standing in that spot.&lt;br /&gt;
*Dead creatures instead have their own unique sprite where they lay horizontal and have less color to them.&lt;br /&gt;
*There are no unique icons for being missing or being underwater.&lt;br /&gt;
*[[Night creature]]s are recolored to match their condition.&lt;br /&gt;
*The graphics for civilized creatures can reflect [[wound]]s such as scars and missing facial features. &lt;br /&gt;
*In adventure mode, [[level of conflict]] is represented by a dot at the bottom right. &lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Status icon]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jump&amp;diff=313210</id>
		<title>Jump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jump&amp;diff=313210"/>
		<updated>2025-12-29T15:04:17Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Fortress mode */ I've seen enough dwarves and goblins jumping across streams that I don't think there's any need to say it's hard to spot. I think maybe jumping creatures used not to be marked as airborne?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Jumping''' is a means of crossing otherwise uncrossable obstacles. Unlike with [[climber|climbing]], there is no associated skill with jumping.&lt;br /&gt;
&lt;br /&gt;
Most creatures can jump - those that cannot; have the {{token|CANNOT_JUMP|creature}} tag.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
In [[dwarf fortress mode]], dwarves and other creatures will sometimes jump, usually when trying to get to an enemy on the far side of water. This has implications for [[Defense guide|fortress defense]]. One-tile moats, for example, are unlikely to be a significant obstacle to [[invader]]s, and your own dwarves may opt to leap from your defenses to complete an already-active job. Jumping creature are shown with an &amp;quot;airborne&amp;quot; [[status icon]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], your adventurer can jump by using the {{k|j}} key. If your adventurer is walking, the jump is limited to two squares. By setting the walking {{k|S}}peed to &amp;quot;Sprint&amp;quot; or &amp;quot;Run&amp;quot; and picking up speed until the maximum is reached, the distance you can jump is drastically increased. Indeed, this even allows an adventurer untrained in [[swimmer|swimming]] to cross [[river]]s.&lt;br /&gt;
&lt;br /&gt;
Jumping can also be used in combat - provided it hits, it will send similarly-sized targets flying, do some damage to them (both from &amp;quot;skidding on the ground&amp;quot;, and from collision with something - sometimes even another enemy) and leave them stunned for easy follow-up attacks until they recover. It can also be used to knock enemies that are wrestling your companions away. Since wrestling prevents dodging, this will always connect.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = mâtzang | elvish = efami | goblin = stoxus | human = itni}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Jump]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307608</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307608"/>
		<updated>2025-02-20T19:20:40Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Short block problem */ possible headway reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.  The pressure plate is set to detect all minecarts.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's easiest to link the levers first and then use them to open all the doors while the rest of the wiring is done.  Before putting the system into service, it's also necessary to toggle all of the gear assemblies to get them into the correct state relative to the latches.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches as shown above, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.  A minimum-speed roller propels a minecart at a speed of one tile every 10 ticks, so with the forward rollers set to the lowest speed, you need 10 tiles between the pressure plates.&lt;br /&gt;
&lt;br /&gt;
One possible (untested) way to fix this would be by '''approach locking''': holding the block exit signal at red until the entrance pressure plate de-activates.  This can be done by adding another gear assembly to each signal:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|┐|#F00}}||{{RT0|┌|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|┐|#F00}}||{{RT0|┌|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RT|═|6:0:0}}||{{RTC|☼}}||{{RT0|│|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RT|═|6:0:0}}||{{RTC|☼}}||{{RT0|│|#F00}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the first gear assembly, this one needs to be toggled first to get it into the right state.&lt;br /&gt;
&lt;br /&gt;
An alternative (and also untested) solution might be to use TinyPirate's [[Minecart logic#Newton's Cradle Memory|Newton's Cradle Memory]] in place of the fluid latch.  A Newton's Cradle Memory cell should end up in a state corresponding with the last of its inputs to be released, which is what we want.&lt;br /&gt;
&lt;br /&gt;
Both of these approaches give a headway (the time between successive minecarts passing a point) of over 200 ticks, because a second minecart can only pass once the entrance pressure plate and the flip-flop pressure plate have cleared in series.  If one could devise an edge-triggered flip-flop, it might be possible to reduce the headway to a little over 100 ticks.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307603</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307603"/>
		<updated>2025-02-20T14:47:26Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Ideas for fixing short block problem (both untested, for now)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.  The pressure plate is set to detect all minecarts.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's easiest to link the levers first and then use them to open all the doors while the rest of the wiring is done.  Before putting the system into service, it's also necessary to toggle all of the gear assemblies to get them into the correct state relative to the latches.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches as shown above, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.  A minimum-speed roller propels a minecart at a speed of one tile every 10 ticks, so with the forward rollers set to the lowest speed, you need 10 tiles between the pressure plates.&lt;br /&gt;
&lt;br /&gt;
One possible (untested) way to fix this would be by '''approach locking''': holding the block exit signal at red until the entrance pressure plate de-activates.  This can be done by adding another gear assembly to each signal:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|┐|#F00}}||{{RT0|┌|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|┐|#F00}}||{{RT0|┌|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RT|═|6:0:0}}||{{RTC|☼}}||{{RT0|│|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RT|═|6:0:0}}||{{RTC|☼}}||{{RT0|│|#F00}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like the first gear assembly, this one needs to be toggled first to get it into the right state.&lt;br /&gt;
&lt;br /&gt;
An alternative (and also untested) solution might be to use TinyPirate's [[Minecart logic#Newton's Cradle Memory|Newton's Cradle Memory]] in place of the fluid latch.  A Newton's Cradle Memory cell should end up in a state corresponding with the last of its inputs to be released, which is what we want.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307602</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307602"/>
		<updated>2025-02-20T14:26:52Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Short block problem */ explain when this happens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.  The pressure plate is set to detect all minecarts.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's easiest to link the levers first and then use them to open all the doors while the rest of the wiring is done.  Before putting the system into service, it's also necessary to toggle all of the gear assemblies to get them into the correct state relative to the latches.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic#S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.  A minimum-speed roller propels a minecart at a speed of one tile every 10 ticks, so with the forward rollers set to the lowest speed, you need 10 tiles between the pressure plates.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307600</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307600"/>
		<updated>2025-02-19T23:24:39Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Standard components */ Note config of pressure plates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.  The pressure plate is set to detect all minecarts.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's easiest to link the levers first and then use them to open all the doors while the rest of the wiring is done.  Before putting the system into service, it's also necessary to toggle all of the gear assemblies to get them into the correct state relative to the latches.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic#S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307599</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307599"/>
		<updated>2025-02-19T22:43:20Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Instructions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's easiest to link the levers first and then use them to open all the doors while the rest of the wiring is done.  Before putting the system into service, it's also necessary to toggle all of the gear assemblies to get them into the correct state relative to the latches.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic#S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307579</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307579"/>
		<updated>2025-02-19T21:40:18Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: More complete wiring diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0FF}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#FF0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|┌|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┴|#0FF}}||{{RT0|─|#0FF}}||{{RT0|─|#0FF}}||{{RT0|┐|#0FF}}||{{RT0|│|#F0F}}||{{RT0|┌|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┴|#FF0}}||{{RT0|─|#FF0}}||{{RT0|─|#FF0}}||{{RT0|┐|#FF0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic#S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307577</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307577"/>
		<updated>2025-02-19T21:23:54Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Standard components */ Wiring diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entrance and exit pressure plates of each block should be wired to the S and R inputs of the corresponding latch, and the output of the latch should be linked to the gear assembly of the controlling signal, like this (though of course the linkages are invisible in-game):&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#F0F}}||{{RT0|─|#F0F}}||{{RT0|│|#0F0}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|─|#F0F}}||{{RT0|┐|#F0F}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|│|#F00}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RT0|└|#0F0}}||{{RT0|─|#0F0}}||{{RT0|─|#0F0}}||{{RT0|┐|#0F0}}||{{RT0|│|#F0F}}||{{RT0|┌|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|─|#F00}}||{{RT0|┘|#F00}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|╔}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{RTC|║}}||{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic#S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307533</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307533"/>
		<updated>2025-02-19T14:26:22Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Split off station signal as optional; add picture of latch with levers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Standard components==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Each block also has a [[Fluid logic#S/R Latch|fluid S/R latch]] to record whether there's a minecart in it.  The latch should have levers for manual control of its inputs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╦}}||{{RTC|╗}}||{{RT0|ò|#0F0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RT|┼|#FFF|#080}}||{{RT0|^|#F0F}}||{{RT|┼|#FFF|#800}}||{{RTC|║}}||{{RT0|ò|#F00}}&lt;br /&gt;
|-&lt;br /&gt;
|{{H2O}}||{{RTC|╠}}||{{RTC|═}}||{{RTC|╩}}||{{RTC|╝}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic#S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.&lt;br /&gt;
&lt;br /&gt;
==Other signal designs==&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307521</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307521"/>
		<updated>2025-02-19T06:03:28Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: First note on short block problem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Signals==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic|S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;br /&gt;
&lt;br /&gt;
==Short block problem==&lt;br /&gt;
&lt;br /&gt;
When using fluid latches, there is a problem if a minecart leaves a block before the entrance pressure plate has reset, which takes 100 ticks.  If this happens, the latch gets stuck in the full state.  That means that the block shows as occupied until a dwarf can reset the latch.  This is safe but inconvenient.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307292</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307292"/>
		<updated>2025-02-16T17:19:48Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: typos and an extra sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should contain at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Signals==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic|S/R Latch|fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  One memory cell is needed for each block.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307291</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307291"/>
		<updated>2025-02-16T16:54:26Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: {{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21/Dwarven block signalling}}&lt;br /&gt;
:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should only at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Signals==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic|S/R Latch]]fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21&amp;diff=307290</id>
		<title>User:Bjh21</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21&amp;diff=307290"/>
		<updated>2025-02-16T16:53:58Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: {{DISPLAYTITLE:User:bjh21}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:bjh21}}&lt;br /&gt;
*[[/Seismic botany/]]&lt;br /&gt;
*[[/Dwarven block signalling/]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307282</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307282"/>
		<updated>2025-02-15T16:04:34Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Initial notes on page detection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should only at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Signals==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;br /&gt;
&lt;br /&gt;
==Train detection==&lt;br /&gt;
To record whether there's a minecart in a particular block, we need some kind of memory that can be set by the entrance pressure plate for the block and cleared by the exit pressure plate.  Either a [[Fluid logic|S/R Latch]]fluid S/R latch]] or a [[Minecart logic#Newton's Cradle Memory|Newton's cradle memory]] should be suitable.  In either case, the output from the memory should be connected to the protecting signal's gear assembly.&lt;br /&gt;
&lt;br /&gt;
Because pressure plates are slow to turn off, the pressure plate's &amp;quot;on&amp;quot; state should indicate an occupied track section.  That means that each signal needs its gear assembly to be toggled once (using a temporary lever) before being connected up.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307281</id>
		<title>User:Bjh21/Dwarven block signalling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21/Dwarven_block_signalling&amp;diff=307281"/>
		<updated>2025-02-15T14:48:09Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Explanation of blocks and signals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This page is not yet finished.  What's already here probably works, though.''&lt;br /&gt;
&lt;br /&gt;
[[Minecart]]s are great, but things go wrong when they collide. This page presents a signalling system for minecarts that should stop them colliding.&lt;br /&gt;
&lt;br /&gt;
==The block concept==&lt;br /&gt;
&lt;br /&gt;
The critical concept is a '''block''', which is a length of track that should only at most one minecart at any time.  The job of the signalling system is to ensure that this is always true.&lt;br /&gt;
&lt;br /&gt;
Blocks are delimited by [[pressure plate]]s that are set to detect minecarts.  A block can in principle have multiple entrances and multiple exits, but a single pressure plate can't be both an entrance and an exit for the same block.&lt;br /&gt;
&lt;br /&gt;
'''Signals''' are used to control minecarts.  A signal that can prevent a minecart from entering a block is said to '''protect''' the block and is an '''entrance signal''' for that block.  A signal that can prevent a minecart from leaving a block is called an '''exit signal''' for that block.  Any given signal will usually be an exit signal for one block and an entrance signal for the next block.&lt;br /&gt;
&lt;br /&gt;
==Signals==&lt;br /&gt;
&lt;br /&gt;
A standard '''signal''' is constructed from a [[power]] source (shown as {{Raw tile|P|#0F0}}), two [[roller]]s, a [[gear assembly]], and a [[pressure plate]] arranged like this:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|╢}}||{{RTC|☼}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The track runs continuously under the signal from left to right.  The left roller drives to the right constantly.  When the gear assembly is engaged, it will cause the right roller to drive the minecart back to the left.  This means that the minecart stays at the signal but never stops moving, which ensures that dwarves don't decide that it's finished its journey.  When the block ahead is clear, the gear assembly disengages and the minecart can continue.&lt;br /&gt;
&lt;br /&gt;
Another kind of signal is a '''station signal''', used when you want a minecart to stop in the block, for instance to load and unload goods.  This is very similar, but uses a [[track stop]] in place of the forward roller:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{RT0|P|#0F0}}||{{RTC|☼}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RTC|≡}}||{{RTC|╟}}||{{RT0|^|#F0F}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}||{{RT|═|CCC|000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}||{{000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, if a dwarf pushes a minecart rightwards from the track stop while the roller is running, the minecart immediately returns to the track stop.  Once the roller is stopped, the minecart can pass it and continue along the track.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Track_stop&amp;diff=307280</id>
		<title>Track stop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Track_stop&amp;diff=307280"/>
		<updated>2025-02-15T14:43:04Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Redirected page to Minecart#Track Stops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Minecart#Track Stops]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21&amp;diff=307279</id>
		<title>User:Bjh21</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21&amp;diff=307279"/>
		<updated>2025-02-15T13:57:57Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[/Seismic botany/]]&lt;br /&gt;
*[[/Dwarven block signalling/]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bjh21&amp;diff=307278</id>
		<title>User:Bjh21</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bjh21&amp;diff=307278"/>
		<updated>2025-02-15T13:57:37Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Link to new subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[/Seismic botany/]]&lt;br /&gt;
[[/Dwarven block signalling]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=305147</id>
		<title>Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Standing_orders&amp;diff=305147"/>
		<updated>2024-12-07T20:23:31Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Refuse and dumping */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:[[File:v50_standing_orders_preview.png|thumb|300px|right|You can't see it, but all dwarves are labeled &amp;quot;Legendary Drinkers&amp;quot;.]]'''''Standing orders''' are non-military orders that apply to the entire fortress, including civilians. If you were looking for information on how to get your military to patrol or defend areas without actively managing them, see '''[[Scheduling]]'''. If you were looking for information on how to order your squads to move around on command and attack designated creatures, see '''[[Squads]]'''.&lt;br /&gt;
&lt;br /&gt;
'''Standing orders''' that apply to the whole fortress can be accessed by opening the Labor menu with {{Menu icon|y}} and then clicking on the '''Standing orders''' tab.&lt;br /&gt;
&lt;br /&gt;
==Automated Workshops==&lt;br /&gt;
* '''Automatically weave all thread''' toggles whether [[loom]]s will automatically weave available thread (or available dyed thread) into cloth&lt;br /&gt;
* '''Use any cloth''' toggles whether [[clothier's shop]]s will use only dyed cloth or all cloth. Since finished clothing cannot be dyed, this is one way to make sure the clothing is of the best quality possible.&lt;br /&gt;
* '''Automatically collect webs''' toggles whether [[weaver]]s will automatically go out and collect spider [[web]]s&lt;br /&gt;
* '''Slaughter any marked animal''' toggles whether animals marked for slaughter will automatically add slaughter tasks to [[butcher's shop]]s&lt;br /&gt;
* '''Automatically butcher carcasses''' toggles whether butcherable corpses will have butcher tasks automatically generated at [[butcher's shop]]s&lt;br /&gt;
* '''Automatically clean fish''' toggles whether &amp;quot;prepare raw fish&amp;quot; tasks will be automatically added to [[fishery]]s after raw fish are caught&lt;br /&gt;
* '''Automate kitchen''' toggles whether automatic [[reactions]] (&amp;quot;render fat&amp;quot;) will be added at [[kitchen]]s&lt;br /&gt;
* '''Automate tannery''' toggles whether automatic [[reactions]] (&amp;quot;tan a hide&amp;quot;) will be added at [[tanner's shop]]s&lt;br /&gt;
&lt;br /&gt;
==Hauling==&lt;br /&gt;
* '''Workers gather animals''' toggles whether dwarves will move caged [[animal]]s to a stockpile&lt;br /&gt;
* '''Workers gather food''' toggles whether dwarves will move [[food]] to a stockpile&lt;br /&gt;
* '''Workers gather furniture''' toggles whether dwarves will move [[furniture]] to a stockpile&lt;br /&gt;
* '''Workers gather bodies''' toggles whether dwarves will move [[corpse]]s to a stockpile&lt;br /&gt;
* '''Workers gather minerals''' toggles whether dwarves will move [[stone]] to a stockpile&lt;br /&gt;
* '''Workers gather wood''' toggles whether dwarves will move [[wood]] to a stockpile&lt;br /&gt;
&lt;br /&gt;
==Refuse and dumping==&lt;br /&gt;
Dwarves can do different things with different types of [[refuse]].&lt;br /&gt;
&lt;br /&gt;
You can tell them to ignore refuse altogether by toggling off '''Workers gather refuse''' for a smelly fort, or toggle on '''Workers gather outdoor refuse''' which is mainly useful for collecting animals killed by military dwarves.&lt;br /&gt;
&lt;br /&gt;
Various refuse types can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump [[activity zone]]). Setting a type of refuse as &amp;quot;dump&amp;quot; will make dwarves start automatically dumping refuse of that type, even ones pre-stored in a refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
NOTE: If you have outdoor refuse stockpiles set up with give and take chains (to shift garbage away from your fortress, for example,) you must turn on collecting outdoor refuse if you want your dwarves to move the piles.&lt;br /&gt;
&lt;br /&gt;
*'''Workers gather refuse''' toggles whether dwarves will ignore refuse completely&lt;br /&gt;
*'''Workers gather outdoor refuse''' toggles whether dwarves will gather refuse [[Tile_attributes|outside]]&lt;br /&gt;
*'''Workers ignore outdoor vermin remains''' toggles whether dwarves will gather [[vermin]] remains from outside (only available when '''Workers gather outdoor refuse''' is on)&lt;br /&gt;
*'''Workers save corpses''' toggles whether [[corpse]]s, [[body part]]s, and other parts not applied to the options below are stored or dumped, including [[Ivory|ivory/teeth]], [[horn]]s, [[nervous tissue]], and [[cartilage]]&lt;br /&gt;
*'''Workers save skulls'''  toggles whether [[skull]]s are stored or dumped&lt;br /&gt;
*'''Workers save bones''' [[bone]]s are stored or dumped&lt;br /&gt;
*'''Workers save shells'''  [[shell]]s are stored or dumped&lt;br /&gt;
*'''Workers save skins'''  toggles whether [[skin]]s, [[chitin]] or [[scale]]s are stored or dumped&lt;br /&gt;
*'''Workers save hair and wool''' toggles whether [[hair]] or [[wool]] are stored or dumped&lt;br /&gt;
*'''Workers save other objects''' toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or [[Wear|tattered]] clothes (&amp;quot;Gather Vermin Remains&amp;quot; must be on for outdoor vermin remains to be collected)&lt;br /&gt;
&lt;br /&gt;
==Sieges and forbidding==&lt;br /&gt;
Dwarves can automatically [[forbid]] certain types of items, automatically forbid these items only during sieges, or not automatically forbid them at all.&lt;br /&gt;
*'''Forbid used ammunition''' toggles whether shot ammunition is automatically forbidden&lt;br /&gt;
*'''Claim your dead''' toggles whether dead citizens are automatically forbidden&lt;br /&gt;
*'''Forbid your death items''' toggles whether dead citizens' items are automatically forbidden&lt;br /&gt;
*'''Claim other dead''' toggles whether other dead creatures are automatically forbidden&lt;br /&gt;
*'''Claim other death items''' toggles whether other dead creatures' items are automatically forbidden&lt;br /&gt;
*'''Forbid floor/wall cleaning''' toggles when dwarves will clean contaminants such as [[vomit]] and [[blood]] from floors and walls.&lt;br /&gt;
*'''Forbid trap cleaning''' toggles when dwarves will clean [[trap]]s.&lt;br /&gt;
*'''Forbid trap rearming''' toggles when dwarves will rearm traps.&lt;br /&gt;
&lt;br /&gt;
==Chores==&lt;br /&gt;
The Chores tab allows you to select what tasks [[children]] will automatically do. You can select '''Children don't do chores''' to forbid all children from doing work tasks or toggle tasks from the list of &amp;quot;Feeding Patients/Prisoners,&amp;quot; &amp;quot;Milking,&amp;quot; hauling tasks, &amp;quot;Cleaning,&amp;quot; and &amp;quot;Lever Operation.&amp;quot; The tab lists all of the children in your fort and you can also select individual children to do either all or none of the tasks you've selected.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*'''Announce some job cancellations''' adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
*'''Everybody harvests''' toggles who will harvest plants from [[farm plot|farm plots]] - if set to &amp;quot;Everybody harvests&amp;quot;, all dwarves will participate, including [[nobles]] and [[children]].&lt;br /&gt;
*'''Mix similar foods in barrels''' toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
*'''Prefer zones for water drinking''' toggles whether dwarves can drink at water sources not marked as zones.&lt;br /&gt;
*'''Prefer zones for fishing''' toggles whether fisherdwarves can fish at water sources not marked as zones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = savot lotol | elvish = rino feri | goblin = axod axusp | human = wur cika}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Standing orders]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=305005</id>
		<title>Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=305005"/>
		<updated>2024-12-02T18:22:48Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Nourishment */ Recorded the &amp;quot;having a drink without using a goblet, cup or mug&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:thoughts_v50_preview.png|258px|right]]'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. A thought can either be a happy thought (positive thought) or a bad thought (negative thought). Over the course of play, a dwarf will experience circumstances that evoke specific [[emotion]]s based on their [[personality]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's recent emotions contribute to their [[stress]] level, displayed on the thoughts and preferences screen in somewhat subjective terms – to avoid bad thoughts, make [[keeping your dwarves happy]] a priority. Even when nothing is happening, a dwarf can still relive a past experience through [[memory (thought)|memories]], and thus a single experience can produce not just one thought at the time it happens, but many thoughts, as they remember that experience again and again. Dwarves can also feel nothing or not care about certain situations, giving them a neutral thought. A few examples of different levels of thoughts can go as follows: &lt;br /&gt;
&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| at work. He felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| upon improving mining.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He was|7:0}}{{DFtext| uneasy|6:0}}{{DFtext| after seeing a human's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He felt|7:0}}{{DFtext| restless|6:0}}{{DFtext| dwelling upon|5:0:1}}{{DFtext| seeing a goblin die.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He didn't feel anything after seeing a dog's dead body.|7:0}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current stress level, press {{k|u}} to open the [[citizenship|citizens]] screen, find the dwarf in the list, and click the {{k|🔍}} to the right of their name. Or, move to the dwarf and select them with the mouse {{k|🖱️}}. This brings you to the thoughts and preferences screen for that dwarf, which, among other things, describes the dwarf's overall stress level as well as their constituent thoughts.&lt;br /&gt;
&lt;br /&gt;
Below is a list of circumstances that may inspire thoughts.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #abf2bf;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #73D58E;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very positive thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F7C5C5;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #F79898;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Very negative thought&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #eee;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;/span&amp;gt; - Variable thought&lt;br /&gt;
&lt;br /&gt;
== Accommodations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after sleeping in a bedroom like a personal palace&lt;br /&gt;
after sleeping in a (fantastic/great/very good/good) bedroom&lt;br /&gt;
|Slept in '''a''' (not necessarily assigned) [[bedroom]] of a certain [[Room|quality]] recently; see [[Zones#Quality_and_value]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping in a (horribly substandard/horrible/awful/very poor/poor) bedroom&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has slept in a less-than-satisfactory bedroom; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|dining in a (legendary/fantastic/great/very good/good) dining room&lt;br /&gt;
|Dined in '''a''' (usually not assigned) [[dining room]] of a certain [[Room|quality]] recently; see [[Zones#Quality_and_value]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|dining in a (horribly substandard/horrible/awful/very poor/poor) dining room&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has dined in a less-than-satisfactory dining room; see [[Noble#Needs]].&lt;br /&gt;
&amp;lt;!-- it seems these thoughts weren't updated&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (good/very good/great/fantastic/setting worthy of legends) setting recently.&lt;br /&gt;
| +3/+5/+10/+20/+30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a more-than-satisfactory office; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently.&lt;br /&gt;
| -3/-5/-10/-20/-30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a less-than-satisfactory office; see [[Noble#Needs]]. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping uneasily due to noise&lt;br /&gt;
after being disturbed during sleep by loud noises&amp;lt;br&amp;gt;&lt;br /&gt;
after loud noises made it impossible to sleep&lt;br /&gt;
| Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping without a proper room&lt;br /&gt;
| Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after sleeping (in/on) the (mud/dirt/grass/rocks/ice/a rough cave floor/floor/a pile of driftwood)&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or the dwarf is a [[ambusher|hunter]].  The thought may be dependent upon the terrain.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|when (drowsy/utterly sleep-deprived)&lt;br /&gt;
|Became sleepy, but wasn't able to [[sleep]] because a task had to be completed.  Extreme tiredness will lead to [[insane|insanity]], but could only really happen when a mother is looking for her infant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nourishment ==&lt;br /&gt;
{{old|v=0.47.05}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after having a (pretty decent/fine/wonderful/truly decadent/legendary) drink&lt;br /&gt;
|Dwarf drank [[booze]] they have a [[preference]] for. (level determined by alcohol stack's value{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after eating a (pretty decent meal/fine dish/wonderful dish/truly decadent dish/legendary meal)&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for. (level determined by meal value)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (thirsty/hungry)&lt;br /&gt;
| Got [[hungry]] or [[thirsty]] and didn't eat or drink soon enough.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when (dehydrated/starving)&lt;br /&gt;
| Has not had food or drink for a long time and will soon [[death|die]] if immediate remedial action is not taken.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|after being forced to eat vermin to survive&lt;br /&gt;
| Dwarf hunted vermin for food due to starvation.  Will still die if real food is not provided immediately.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|drinking nasty water&lt;br /&gt;
| Got thirsty and had to drink [[Water#Stagnant water|stagnant]] or [[blood|contaminated]] water because no alcohol or fresh water was available.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| drinking the same old booze&lt;br /&gt;
eating the same old food&lt;br /&gt;
| Drinking the same variety of [[alcohol]] or eating the same type of [[food]] repeatedly.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a drink without using a goblet, cup or mug&lt;br /&gt;
| Drinking directly from a [[barrel]] without a [[goblet]].&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being forced to eat a (beloved creature/treasured pet) to survive&lt;br /&gt;
| Of course, if things get this bad, a tantrum spiral can't make it that much worse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amenities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|seeing a/near (own) (very fine/splendid/wonderful/completely sublime) ([[Sculpture_garden|tastefully arranged]]) [building]&lt;br /&gt;
|Passed by a constructed piece of [[furniture]] or a [[building]] requiring [[architecture]] and noticed it.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after being near to a * in a cage&lt;br /&gt;
|Passed near a [[cage]]d [[creature]] the dwarf has a [[preference]] for; see [[zoo]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a bath&lt;br /&gt;
|Was cleaned with [[soap]] during the administration of [[healthcare|medical care]], or walked through a water tile.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|after a soapy bath&lt;br /&gt;
|Dwarf cleaned [[contaminant]]s from self using [[soap]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
|being near to a waterfall&lt;br /&gt;
|Sprayed by [[mist]] from a [[waterfall]], which dwarves find relaxing.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after retching on a miasma&lt;br /&gt;
after choking on (smoke/dust) underground&lt;br /&gt;
| Dwarf was exposed to [[miasma]], [[smoke]], or a [[cave in]] recently. Impact based on personality traits.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
|at the lack of chairs&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| eating at a crowded table&lt;br /&gt;
| Tried to eat at a table someone else was already eating at (only occurs if there are no free tables).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at the lack of dining tables&lt;br /&gt;
| Was eating and couldn't find a [[table]] next to an available chair sat on while eating.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being pestered by *&lt;br /&gt;
| Shared a tile with an annoying [[vermin]] and noticed it.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being accosted by *&lt;br /&gt;
| Exposure to a [[vermin]] that the dwarf particularly hates.{{verify}}&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being near *&lt;br /&gt;
| Dwarf examined a cage containing [[preference|hated]] [[vermin]] (moral of the story, don't cage hate-able vermin in sight).{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| talking with (the spouse/mother/father/a lover/a friend/a sibling/a child/somebody)&lt;br /&gt;
| Dwarf employed their [[social skill]]s and conversed with someone while idling or attending a [[party]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after watching a performance&lt;br /&gt;
| Dwarf was in a [[tavern]] and watched someone performing.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after talking to a pillar of society&lt;br /&gt;
| Dwarf spoke with a noble.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| (interacting/visiting) with a (pet/animal training partner)&lt;br /&gt;
| Dwarf was near a friendly animal&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; &lt;br /&gt;
| discussing (the spouse/mother/father/a lover/a friend/an acquaintance/a sibling/a child/somebody)'s problems&lt;br /&gt;
| Spoke with somebody while [[Status_icons|stressed]]&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when forced to talk to somebody annoying&lt;br /&gt;
| Had to endure the presence of the object of a [[grudge]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after bringing somebody to rest in bed&lt;br /&gt;
| Dwarf carried an [[unconscious]] (usually [[wound|injured]]) dwarf to a bed.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after giving somebody (food/water)&lt;br /&gt;
| Dwarf carried food or water to an indisposed dwarf.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after making a friend&lt;br /&gt;
| Initiated a [[friend]]ship recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| after getting into an argument&lt;br /&gt;
| Dwarf got into an argument with someone else.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after forming a grudge&lt;br /&gt;
| Spent time with a dwarf with an incompatible personality, resulting in a new [[grudge]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after adopting a new pet&lt;br /&gt;
| Adopted a domesticated [[stray]] animal recently; note that adopted animals cannot be [[butcher]]ed without serious stress penalties, which can cause [[Catsplosion|problems]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being separated from (a loved one/loved ones)&lt;br /&gt;
| Dwarf's loved one is not in the fortress, either due to migration or a [[snatcher]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Job satisfaction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| at work&lt;br /&gt;
| The dwarf was able to work with materials, items or animals they have a [[preference]] for in their job.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after producing a masterwork&lt;br /&gt;
| The dwarf created a very high [[quality]] item.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon mastering *&lt;br /&gt;
| The dwarf reached legendary status in a skill.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after creating an artifact&lt;br /&gt;
| The dwarf crafted an [[artifact]] in a [[strange mood]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering the travesty of art defacement&lt;br /&gt;
| A [[quality|masterwork quality]] good crafted by this dwarf was lost, stolen, or destroyed. &lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after forming a bond with an animal training partner&lt;br /&gt;
| The dwarf grew attached to an animal during training.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after felling a tree&lt;br /&gt;
| The dwarf cut down a tree.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after putting a piece on display&lt;br /&gt;
| The dwarf put something on a [[pedestal]].&lt;br /&gt;
&amp;lt;!-- it seems this thought was removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Lost an animal training partner to tragedy recently.&lt;br /&gt;
|  -30/?/?/?&lt;br /&gt;
| A trained animal that the dwarf was attached to was killed or died of old age.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be wearing (old/tattered) clothing&lt;br /&gt;
| Wearing [[wear|old or tattered]] [[clothing]] with no available replacement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have clothes rot off&lt;br /&gt;
| An article of clothing on the dwarf wore away completely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to be uncovered&lt;br /&gt;
| The dwarf has no clothing from the item_pants file, leaving them pantsless - and probably complaining about the draught.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| to have no (shirt/shoes)&lt;br /&gt;
| Missing specific articles of [[clothing]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wedlock ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after giving birth to *&lt;br /&gt;
| [[Children]] may tax a fortress's resources and [[population cap]].&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after becoming a parent&lt;br /&gt;
| Dwarf became a father/mother.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after gaining (a sibling/siblings)&lt;br /&gt;
| Finally! A family member with a lesser [[beard]]!&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| while getting married&lt;br /&gt;
| Marriage (and childrearing) is the secret to happiness.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| was caught up in a new romance&lt;br /&gt;
| The (bachelor[ette]) dwarf gained a [[lover]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after (a/spouse's) miscarriage&lt;br /&gt;
| Pregnant dwarf miscarried due to starvation, dehydration, or severe injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noble pretensions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to be (elected/re-elected)&lt;br /&gt;
| Dwarf was elected to office.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (entering the/receiving a higher rank of) nobility&lt;br /&gt;
| Dwarf gained a new noble title.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| having a (legendary/fantastic/great/very good/good) tomb after gaining another year&lt;br /&gt;
|A member of the high dwarven [[noble|nobility]] had a more-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year&lt;br /&gt;
about not having a tomb after gaining another year&lt;br /&gt;
| A member of the high dwarven [[noble|nobility]] had a less-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently, or none at all; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| considering the state of demands &lt;br /&gt;
| Noble dwarf [[demand]]ed something.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have a mandate deadline met&lt;br /&gt;
| Noble dwarf [[mandate]]d something and it was provided on cue.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having a mandate (deadline missed/ignored)&lt;br /&gt;
| Noble issued a [[mandate]] that went beyond time or was unfulfilled entirely.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having enough (chests/cabinets/weapon racks/armor stands)&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| by a lesser's pretentious (office/sleeping/dining/burial) arrangements&lt;br /&gt;
| A member of the dwarven [[noble|nobility]] who is unhappy that their accommodations are worse than those of a lower-ranked dwarf's room.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| having to conduct an official meeting in a (bedroom/dining room)&lt;br /&gt;
| Noble dwarf had to meet with a diplomat without an office (or any dining room if a bedroom was used)&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| not having any rooms&lt;br /&gt;
| Noble dwarf without any kind of room to conduct a meeting in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Justice ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment delayed&lt;br /&gt;
| No one was around to carry out the dwarf's [[justice|punishment]].&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| to have (his/her) punishment reduced&lt;br /&gt;
| No [[jail]]s were available, so the [[justice|punishment]] was &amp;quot;reduced&amp;quot; to a beating (unless precautions are taken, this is likely to be lethal for the unfortunate dwarf).&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after punishing somebody with a beating&lt;br /&gt;
| Justice, dispensed.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after beating somebody with a hammer&lt;br /&gt;
| Criminals, smote.&lt;br /&gt;
|- style=&amp;quot;background:#73D58E&amp;quot; |&lt;br /&gt;
| after being released from confinement&lt;br /&gt;
| Was [[Justice|jailed]] or [[thief|snatched]], and was released recently &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| that a criminal could not be properly punished&lt;br /&gt;
| The victim of the crime, upset that it goes improperly punished.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the delayed punishment of a criminal&lt;br /&gt;
| The victim of the crime, upset that punishment was delayed.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being confined&lt;br /&gt;
| Dwarf is in a [[cage]] ([[jail]]ed or [[cage trap|trapped]]), or has been abducted by a goblin [[snatcher]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| considering the scarcity of cages and chains&lt;br /&gt;
| Dwarves in a sufficiently large fortress don't like to be without a [[fortress guard]] or the lack of a proper [[jail]]. Currently only affects the actual dwarves in charge of law enforcement.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten&lt;br /&gt;
| Justice was administered unto this dwarf recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being beaten with a hammer&lt;br /&gt;
| Justice was smitten unto this dwarf recently (they're likely lying in a hospital bed with broken ribs at the minimum, and just plain dead at worst).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find a hammer&lt;br /&gt;
| Poor [[hammerer]].&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after an animal was convicted of a crime&lt;br /&gt;
| When you pin a crime on an animal...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after a long-dead corpse was convicted of a crime&lt;br /&gt;
| ...or a corpse...&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after the bizarre conviction against all reason of the victim of a crime&lt;br /&gt;
| ... or the victim--for example, convicting a blood-drained dwarf of draining their own blood&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| upon receiving justice through a criminal's conviction&lt;br /&gt;
when a family member received justice through a criminal's conviction&lt;br /&gt;
| [[Justice]], served.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being knocked out during a cave-in&lt;br /&gt;
| The dwarf was caught in a [[cave in]] and knocked unconscious, check for injuries.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after being (rescued/able to rest and recuperate)&lt;br /&gt;
| A wounded dwarf was rescued and carried to a [[bed]], and is now resting.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after receiving (food/water)&lt;br /&gt;
| An indisposed dwarf received nourishment from their fellows.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked&lt;br /&gt;
| Dwarf was [[combat|assaulted]] by a hostile creature.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being attacked by the dead&lt;br /&gt;
| Fighting [[Undead|undeath]] exacts a heavy mental cost on dwarves, as does getting attacked by [[ghost]]s.&lt;br /&gt;
|- style=&amp;quot;background:#F79898&amp;quot; |&lt;br /&gt;
| after being * by a dead (pet/spouse/lover/sibling/friend/animal training partner/and still annoying acquaintance)&lt;br /&gt;
| ...especially when your own child's reanimated corpse is gnawing on your ear.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after suffering a (minor/major) injury&lt;br /&gt;
| Dwarf sustained a [[wound]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing *  die&lt;br /&gt;
| Saw something/someone die &lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after seeing * 's dead body&lt;br /&gt;
| Saw a [[corpse]], or a part of a corpse--even a single tooth.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being tormented in nightmares by a dead (pet/spouse/lover/sibling/mother/father/child/friend/still annoying acquaintance/animal training partner)&lt;br /&gt;
| A dwarf's companion, loved one, or rival died recently.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being forced to endure the decay of a (friend/pet/spouse/lover/sibling/mother/father/child/annoying acquaintance/animal training partner).&lt;br /&gt;
| The corpse of the dwarf's companion, loved one, or rival is rotting on the ground rather than being properly [[coffin|entombed]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military duty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| being near to a conflict&lt;br /&gt;
| Dwarf saw a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| while in conflict&lt;br /&gt;
| Dwarf was in a battle.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when joining an existing conflict&lt;br /&gt;
| Dwarf went all emo because the battle had already begun.&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| while killing somebody&lt;br /&gt;
| Landed the [[kill list|killing blow]] on another creature.&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after a sparring session&lt;br /&gt;
| Military dwarf in training successfully [[sparring|sparred]].&lt;br /&gt;
&amp;lt;!-- these thoughts were removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Complained about the draft lately.&lt;br /&gt;
| -30&lt;br /&gt;
| A civilian dwarf with no [[combat skill]]s was enlisted in [[military]] duty and became a recruit in a time of peace (this thought does not occur when enlisted during a [[siege]]).&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Upset about being relieved from duty.&lt;br /&gt;
| -30&lt;br /&gt;
| [[Combat skill|Military dwarf]] with no civilian skills is removed from active duty and is relegated to hauling around stone as a [[peasant]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| during long patrol duty&lt;br /&gt;
| Military dwarf has active order (other than training) for more than one month (one if complaining, two if depressed, three if enraged). Soldiers stop getting this thought upon becoming [[Soldier#Heroes|Heroes]].  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tantrums ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#abf2bf;&amp;quot; |&lt;br /&gt;
| after (throwing something/toppling something over/smashing up a building/starting a fist fight)&lt;br /&gt;
| The dwarf recently threw an item, threw something over, smashed up a building, or punched someone while throwing a [[tantrum]]. Needs to be controlled immediately or else a [[tantrum spiral]] may result.&lt;br /&gt;
&amp;lt;!-- this thought seems to have been removed&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| Accidentally killed somebody in a fit of rage recently.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Killed another dwarf or someone's pet while throwing a tantrum. A very bad thing, obviously. (Tragedy)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background:#FFFFFF;&amp;quot; |&lt;br /&gt;
| while (yelling at/crying on) somebody in charge&lt;br /&gt;
| The dwarf took out their frustration on a noble.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| after being unable to find (a priest/somebody in charge) to (yell at/cry on)&lt;br /&gt;
| The dwarf was not consoled because a noble is inaccessible or busy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=40% | Occurrence&lt;br /&gt;
! width=60% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| when caught in (the rain/a snow storm/freakish weather)&lt;br /&gt;
| Went outside while it was [[weather#rain|raining]], [[weather#Snow and Cold |snowing]], or in [[weather#evil weather|evil weather]]. Dwarves who like working outdoors won't get stressed from this.&lt;br /&gt;
|- style=&amp;quot;background:#F7C5C5;&amp;quot; |&lt;br /&gt;
| at being out in the sunshine again&lt;br /&gt;
after being nauseated by the sun&lt;br /&gt;
| Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts| }}&lt;br /&gt;
[[ru:Thought]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jewelry&amp;diff=305004</id>
		<title>Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jewelry&amp;diff=305004"/>
		<updated>2024-12-02T17:53:33Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Fixed link target&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:jewelry_sprites_preview.png|right]][[Finished goods#Crafts|Crafts]] that can be worn are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry can provide [[armor|protection]] from damage, but does so rarely, as the coverage is minimal. Wearing jewelry does not interfere with wearing other items. [[Dwarf|Dwarves]] who wear [[Quality|high-quality]] jewelry may get happy thoughts from &amp;quot;putting on an exceptional/masterwork item&amp;quot; or from &amp;quot;making a satisfying acquisition&amp;quot;.  Most jewelry can be made from [[metal]], [[bone]], [[cloth]], [[horn]], [[ivory]], [[leather]], [[rock]], [[shell]], or [[wood]].  [[Pearl]] could also be used if it existed.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
[[File:amulet_sprite.png]] / {{Tile|♀|7:1}} Amulets are worn on the head, presumably this models things worn around the neck in the real world, like necklaces. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
[[File:crown_sprite.png]] / {{Tile|µ|7:1}} Crowns are worn on the head as a [[Armor#Layers|cover layer]] item. Unlike other jewelry, a crown provides 20 [[Armor#Coverage|coverage]], so has a chance to deflect attacks directed at the head (as evidenced [[:File:Crown+Helm Combat Report.png|here]]). Unfortunately, crowns also conflict with helms. Dwarves can somehow wear multiple crowns at once, with the highest reported count being at least forty-seven crowns.  Crowns cannot be made from cloth or leather.&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
[[File:bracelet_sprite.png]] / {{Tile|Ö|7:1}} Bracelets are worn on the hands. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
[[File:earrings_sprite.png]] / {{Tile|δ|7:1}} Eleven earrings can fit on each ear. Earrings will be put first on the right ear, then on the left ear, alternating until both are full.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
[[File:ring_sprite.png]] / {{Tile|ö|7:1}} Rings can be worn on the fingers and toes. Rings will be put first on the right thumb; then on the left thumb; then on the right index finger; then on the left index finger; and so on. Once all the fingers have a ring, rings will be put on the toes, starting with the first right toe; then first left toe; etc.;  looping until each digit has eleven rings for a total of 220 rings.  Rings cannot be made from cloth or leather.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes, during [[world generation]], when one [[historical figure]] kills another, that figure will be wearing a piece of jewelry made from the remains of its victim when you encounter it in [[adventurer mode]] or [[fortress mode]]. For example, the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarven soldier they struck down fifty years ago. The trophy behavior is controlled by an [[ethics]] tag in the entity raws. You may have migrants or guests with equipped trophies.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
Jewelry does not interfere with adventurers wearing armor or clothing. Crowns and amulets are worn on the head over helms, earrings on alternating ears. Bracelets are worn on alternating hands over gloves and under gauntlets, and rings on alternating digits, starting with thumbs, then fingers, and lastly toes. There is a soft limit of 99 items per location, such that once all locations for an item type have 99 items on them, any more worn will always go on the first location. For example, if a creature has 99 earrings on each ear, wearing more will put them only on the right ear. There is effectively no limit for items with only one location, like crowns (their weight does add up, though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: JRR Tolkien's The Silmarilion, edited by Christopher Tolkien ---&amp;gt; &lt;br /&gt;
There is a small chance during [[world generation]] for an [[Angel]] to disguise itself as an [[Elf]], after which the disguised angel will persuade an elf with legendary [[metalcrafting]] skill to create seven [[gold]] Rings, that will then be distributed to seven [[dwarf]] monarchs. Allegedly, these seven rings are what cause fortresses to mine deep enough to breach the [[Underworld]] in an ever-growing need for wealth. It is unknown why the angel does this.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Jewelry]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jewelry&amp;diff=305003</id>
		<title>Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jewelry&amp;diff=305003"/>
		<updated>2024-12-02T17:35:22Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Possible materials, based on a perusal of the work orders available in 50.13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:jewelry_sprites_preview.png|right]][[Finished goods#Craft|Crafts]] that can be worn are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry can provide [[armor|protection]] from damage, but does so rarely, as the coverage is minimal. Wearing jewelry does not interfere with wearing other items. [[Dwarf|Dwarves]] who wear [[Quality|high-quality]] jewelry may get happy thoughts from &amp;quot;putting on an exceptional/masterwork item&amp;quot; or from &amp;quot;making a satisfying acquisition&amp;quot;.  Most jewelry can be made from [[metal]], [[bone]], [[cloth]], [[horn]], [[ivory]], [[leather]], [[rock]], [[shell]], or [[wood]].  [[Pearl]] could also be used if it existed.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
[[File:amulet_sprite.png]] / {{Tile|♀|7:1}} Amulets are worn on the head, presumably this models things worn around the neck in the real world, like necklaces. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
[[File:crown_sprite.png]] / {{Tile|µ|7:1}} Crowns are worn on the head as a [[Armor#Layers|cover layer]] item. Unlike other jewelry, a crown provides 20 [[Armor#Coverage|coverage]], so has a chance to deflect attacks directed at the head (as evidenced [[:File:Crown+Helm Combat Report.png|here]]). Unfortunately, crowns also conflict with helms. Dwarves can somehow wear multiple crowns at once, with the highest reported count being at least forty-seven crowns.  Crowns cannot be made from cloth or leather.&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
[[File:bracelet_sprite.png]] / {{Tile|Ö|7:1}} Bracelets are worn on the hands. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
[[File:earrings_sprite.png]] / {{Tile|δ|7:1}} Eleven earrings can fit on each ear. Earrings will be put first on the right ear, then on the left ear, alternating until both are full.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
[[File:ring_sprite.png]] / {{Tile|ö|7:1}} Rings can be worn on the fingers and toes. Rings will be put first on the right thumb; then on the left thumb; then on the right index finger; then on the left index finger; and so on. Once all the fingers have a ring, rings will be put on the toes, starting with the first right toe; then first left toe; etc.;  looping until each digit has eleven rings for a total of 220 rings.  Rings cannot be made from cloth or leather.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes, during [[world generation]], when one [[historical figure]] kills another, that figure will be wearing a piece of jewelry made from the remains of its victim when you encounter it in [[adventurer mode]] or [[fortress mode]]. For example, the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarven soldier they struck down fifty years ago. The trophy behavior is controlled by an [[ethics]] tag in the entity raws. You may have migrants or guests with equipped trophies.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
Jewelry does not interfere with adventurers wearing armor or clothing. Crowns and amulets are worn on the head over helms, earrings on alternating ears. Bracelets are worn on alternating hands over gloves and under gauntlets, and rings on alternating digits, starting with thumbs, then fingers, and lastly toes. There is a soft limit of 99 items per location, such that once all locations for an item type have 99 items on them, any more worn will always go on the first location. For example, if a creature has 99 earrings on each ear, wearing more will put them only on the right ear. There is effectively no limit for items with only one location, like crowns (their weight does add up, though).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: JRR Tolkien's The Silmarilion, edited by Christopher Tolkien ---&amp;gt; &lt;br /&gt;
There is a small chance during [[world generation]] for an [[Angel]] to disguise itself as an [[Elf]], after which the disguised angel will persuade an elf with legendary [[metalcrafting]] skill to create seven [[gold]] Rings, that will then be distributed to seven [[dwarf]] monarchs. Allegedly, these seven rings are what cause fortresses to mine deep enough to breach the [[Underworld]] in an ever-growing need for wealth. It is unknown why the angel does this.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Jewelry]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bronze_colossus&amp;diff=304886</id>
		<title>Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bronze_colossus&amp;diff=304886"/>
		<updated>2024-11-30T13:38:45Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Correct value of statue for new quality modifiers in v50 (checked by calculation and against the statue a colossus just left me)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bronze_colossus_sprite.png&lt;br /&gt;
|portrait=bronze_colossus_portrait.png&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[bronze]] [[statue]]☼ (worth 280☼)&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Colossus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bronze_Colossus.png|frame|Estimated size comparison between a bronze colossus, and a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' (plural: '''bronze colossuses''' from the raws) is a [[megabeast]] taking the form of a gigantic humanoid construct made of [[bronze]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death by means other than melting, a bronze colossus becomes a [[item value|masterwork]] bronze [[statue]] (worth 280☼), a great decoration for a grand entrance hall.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=64341.msg1501902#msg1501902 Rough calculations] have placed the colossus somewhere between thirty-five and forty feet tall (11.53 meters), or about 1/4th the height of the Statue of Liberty. This, of course, assumes it is sculpted in the form of a nude male – a clothed or female figure might be shorter or taller.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bronze colossuses for their ''height''.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Unless you are using [[whip]]s or [[Crossbowman|marksdwarves]] (but you will need a '''lot''' of [[bolt]]s to kill a bronze colossus), a bronze colossus takes no serious damage from any material inferior to [[steel]] {{verify}}, but can still be defeated with cumulative damage. Attacks that cause cumulative damage will be reported as ''chipping'' or ''denting'' the colossus in the combat log [http://www.bay12forums.com/smf/index.php?topic=59642.msg1362817#msg1362817]. [[Adamantine]] [[short sword]]s and [[battle axe]]s can also lop off entire limbs and heads if you have access to them.&lt;br /&gt;
&lt;br /&gt;
Similarly to other construct-like creatures such as the [[amethyst man]] and the [[gabbro man]], bronze colossuses feel no emotion or [[No Exert|exertion]], are [[No Pain|immune to pain]], and [[No Stun|cannot be stunned]] or nauseated. Like other large creatures, a bronze colossus cannot be [[Dwarven atom smasher|atom smashed]]. Raising and retractable [[bridge]]s do not operate while underneath a colossus either. However, the great weight of a colossus can be exploited by sending it into a multi-floor fall with a controlled [[cave-in]]. While the colossus may not die from the fall, it will likely lose all its limbs and any combat effectiveness, which turns it into a [[Live training|great training dummy]]. &lt;br /&gt;
&lt;br /&gt;
[[Magma]], the solution to all dwarven problems, is also effective against a bronze colossus. It may take an extremely long time to melt one unless large amounts of magma are used, however. A tamed [[dragon]] can also be quite effective, since a colossus can be melted with [[dragonfire]], which is also much faster than small amounts of magma. Freezing in [[water]], solidifying in [[obsidian]], and cave-ins are also effective tactics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, why kill a 165-tonne colossus when you can trap it in a wooden [[cage]] and use it as a centerpiece for a [[zoo]]? Or, since a colossus takes no damage from [[wood]] and [[bone]] bolts, with a little engineering and lots of ammo it can become an easy source of limitless marksdwarf experience.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
Bronze colossuses inhabit [[shrine (megabeast)|shrine]]s. You may find the location of a nearby shrine by asking locals about &amp;quot;beasts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Even a relatively weak and unskilled adventurer can easily cripple a bronze colossus with a [[whip]]. Other weapons with small contact areas retain some effectiveness too, and cumulative damage will eventually bring down a colossus. Stronger and more skillful adventurers can opt for swords and axes, as they can occasionally lop off limbs and heads. Since bronze colossuses are incapable of learning and have no skills, they have a hard time detecting adventurers that are hidden in ambush, even in close proximity. One can take advantage of this by attacking the colossus' feet and legs early in the battle from hiding, as this will bring it to the ground, greatly lowering its speed and preventing it from charging you. Bronze colossuses also have a unique weakness to water, presumably because of its heaviness. A bronze colossus will not drown in water, but will flounder around helplessly, making it an easy target for adventurers with a good swimming skill; or if the adventurer stands on a land tile next to the water tile the colossus is in.&lt;br /&gt;
&lt;br /&gt;
Even with just a [[copper]] [[spear]], most adventurers can apply their vulnerability to cumulative damage if they have [[vampire|some method]] of increasing their strength beyond the norm. This is effectively the only instance where attacks with the shaft will prove more effective than stabbing.&lt;br /&gt;
 &lt;br /&gt;
Great tip for early adventurers: throwing a gold coin can prove to be effective, you can easily grab one from the stockpile where the colossus has hoarded its loot.&lt;br /&gt;
&lt;br /&gt;
[[File:Utost-sarasti.jpg|thumb|center|400px|Artist rendering of a bronze colossus by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
== Statue ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A bronze colossus leaves a masterwork bronze statue after death, but this is almost never actually a statue of the colossus. It can be presumed that the individual attacking the colossus is literally sculpting it to death, sometimes into the shape of an animal, sometimes into a statue of ''themselves''. How a warrior can so carefully and deliberately carve a 40-foot tall man made of bronze into a masterwork statue while it is trying to turn them into paste is a mystery for the ages. In rare cases, they can even end up as statues of multiple creatures, even with appendages not possessed by the bronze colossus during life.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In previous versions of the game, bronze colossuses were nigh-invincible in combat, save via decapitation. Only one such feat has been [http://www.bay12forums.com/smf/index.php?topic=56935.0 documented] in an epic battle. Because the bronze colossus is a creature with the current highest {{token|DIFFICULTY}} in the game of 15 points, it does (according to the game) surpass in challenge [[demon|ringleaders]] themselves, and also causes them not to be assigned for quests.&lt;br /&gt;
*The plural &amp;quot;colossuses&amp;quot; was reported as a bug{{bug|1953|cat=nocat}}, but it was deemed an acceptable alternate and remains the official term. &amp;quot;Colossi&amp;quot; is however also widely used, not that you'd be likely to ever encounter several of them, if any.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bedstead-20-df.png&amp;diff=304515</id>
		<title>File:Bedstead-20-df.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bedstead-20-df.png&amp;diff=304515"/>
		<updated>2024-11-24T17:21:43Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Bjh21 uploaded a new version of File:Bedstead-20-df.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tileset based on my font [http://bjh21.me.uk/bedstead/ Bedstead].  This is from version 002.001.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bedstead-10-df.png&amp;diff=304514</id>
		<title>File:Bedstead-10-df.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bedstead-10-df.png&amp;diff=304514"/>
		<updated>2024-11-24T17:20:38Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Bjh21 uploaded a new version of File:Bedstead-10-df.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tileset based on my font [http://bjh21.me.uk/bedstead/ Bedstead].  This is from an version 002.001.&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortification&amp;diff=303547</id>
		<title>Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortification&amp;diff=303547"/>
		<updated>2024-09-21T16:20:20Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Building Fortifications */ Update keys for v50; apparently no icon for vf available at the moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Fortification''' is a construction that allows the passage of [[ammunition|projectiles]] [in and out] and liquids, [[mist]], [[steam]], [[web|webs]], [[fire]], [[miasma]] and [[smoke]], but in theory not [[creature]]s, making them an important part in a fortress's [[defense guide|defense]]. Unfortunately, birds CAN in fact make it inside of and then through fortifications, so if you're playing in an agitated wilds biome, take special care. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. An accomplished level archer or higher can shoot through multiple fortifications, even if the fortifications have space between them.&lt;br /&gt;
&lt;br /&gt;
Fortifications allow liquids to pass through in any direction except vertically -- they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
&lt;br /&gt;
== Building Fortifications ==&lt;br /&gt;
[[File:Old-fort.png|thumb|260px|right|Probably stopped a goblin siege once. Possibly.]]Fortifications can be built one of two ways. Firstly, they can be carved from [[construction|constructed]] walls or [[smoothing|smooth]]ed natural walls by pressing {{Menu icon|v}} (engrave) and then {{K|f}} (fortification). The second way is through the [[construction]] [[menu]]: First press {{Menu icon|b}}, then {{Menu icon|b|n|num=1}} followed by {{Menu icon|b|n|F|num=1}} (fortifications). As with most [[building]]s, this will require one unit of [[wood]], [[stone]], [[metal]], or [[glass]]. Note that constructed fortifications do ''not'' create walkable [[floor]]s above them, while carved fortifications do.&lt;br /&gt;
&lt;br /&gt;
Carved fortifications must be carved by a dwarf with the [[Stonecutter]] [[labor]] enabled. Constructed fortifications must be built by a dwarf with a corresponding labor to the material used.&lt;br /&gt;
&lt;br /&gt;
* Fortifications ''constructed'' as such are ''open'' on top - they do not provide a floor for the tile above. This lets water, items and some critters in, until and unless a [[floor]] or something else is built one Z-level above, just like over any other empty space.&lt;br /&gt;
* Fortifications ''carved'' out of a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the original wall, this floor is ''not'' a &amp;quot;construction&amp;quot;, even if it's &amp;quot;Gabbro block floor&amp;quot;, thus other constructions can be readily placed on top of a carved fortification.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:DFwikiFortification.png|thumb|right|A fortification]]&lt;br /&gt;
&lt;br /&gt;
[[Flying]] creatures can of course fly over fortifications (but not through). If there is open space above your defense positions, you can either ''carve'' them out of walls in the first place or build [[floor]] tiles on the Z-level above as a roof against fliers. This is generally sound advice as dwarves don't like rain anyway and strange accidents can cause the weirdest things to fall from above. Note that fliers can diagonally bypass a fortification if the tile above the fortification doesn't have a floor. &lt;br /&gt;
&lt;br /&gt;
Enemy archers may also fire back through your fortifications. Enemies that stand directly next to your fortifications can fire inward, therefore it's recommended to build a moat around your fortifications, or elevate them from the ground level. Enemy '''elite''' bowmen and crossbowmen have sufficient skill to fire through your fortifications from any distance within their range and they will shoot right through every time and (likely) decimate your forces. Elite bowman can be defended against without compromising the usefulness of a fortification network by constructing a thin 1-tile wide raising [[bridge]] just outside the fortification. Attach each bridge to a [[lever]] and pull the lever if an elite goblin poses a threat. The blocking bridge will cut off line of sight and prevent bolts from penetrating your defenses.&lt;br /&gt;
&lt;br /&gt;
Melee combat can cause severed body parts of the combatants and their carried items to become stuck inside nearby fortifications. Items moved by [[flow]]ing water may do the same. Dwarves cannot directly recover these items, which can cause problems with clutter and especially [[miasma]]. The easiest solution is to destroy and reconstruct the fortification. Same applies to objects falling from above, thus if a fortification is used to e.g. protect a water sink, installing a floor [[grate]] above it may be a good idea: it will catch most stuff that would end up stuck in the fortification. It's not as simple with horizontal movement, but sometimes a line of vertical [[bars]] or [[grate]]s may help - if something gets stuck in them first, at least that place can be made accessible simply by flipping a [[lever]], then closed again just as quickly.&lt;br /&gt;
&lt;br /&gt;
Fortifications combined with [[window]]s can enable dwarves or their animals to watch for stealthy intruders from safety. As [[construction]]s, fortifications are immune to [[building destroyer]]s, yet they allow enemy archers to murder your watch-chickens. Windows will stop arrows, but as [[building]]s they're vulnerable to building destroyers. Combined correctly, the two can provide a see-through barrier that protects your watch-animals against any enemy, with the possible exception of an enemy that breathes [[fire]]. With enough animals on the job, this setup will reveal all [[ambush]]es and many a [[thief]]. Note that since this eats 2 tiles of 3 [[Observer|maximum detection range]], stealthy units can't avoid it altogether only in 1-tile wide (2 if observed from both sides) corridors. Its major weakness is the problem with body parts getting stuck in the fortifications. Alternatively, one could watch from above through floor [[grate]]s.&lt;br /&gt;
&lt;br /&gt;
Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]] you can throw any item (such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses, etc.) through a fortification, but you cannot climb through them.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall [[grate]]s and vertical [[bars]] work, but they are vulnerable to [[building destroyer]]s.{{Bug|3327}}&lt;br /&gt;
* A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible, however if the water is flowing, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth). {{Bug|5458}}&lt;br /&gt;
* Items also can be pushed or dropped into a fortification, and remain inaccessible until it's removed. {{Bug|2163}}&lt;br /&gt;
* '''Creatures can now jump through fortifications''' {{Bug|8160}}&lt;br /&gt;
&lt;br /&gt;
* Additionally, there are other conditions that may allow a creature to pass through a fortification, such as being thrown by a wrestler, tossed by a bridge, or dropped from above. Should a creature end up in a fortification tile, it can path and move out of the fortification to any adjacent passable tile. If a creature is killed by an attack which knocks it into a fortification, its corpse and equipment will become lodged inside, requiring mining or deconstructing the fortification to remove the items.&lt;br /&gt;
** When this happens to a dwarf with baby, the baby gets dropped and then cannot leave the fortification on its own (unless one happens to grow into child while there). Removing the fortification is not possible when a baby is sitting there. {{Bug|2160}}&lt;br /&gt;
* Marksdwarves often fail to register that there are enemies on the other side of a fortification unless they (the dwarves) are directly next to the fortification. {{Bug|2697}} Having a single-tile hall behind can help. [[Statue]]s can be used as &amp;quot;soft&amp;quot; impassable tiles for this purpose: dwarves can dodge into one, but won't try to walk into such a tile normally.&lt;br /&gt;
&lt;br /&gt;
*[to be checked] if a wall is deconstructed while designated to be Fortified, the Fortifying job can still be done, (building a fortification instead of turning a wall to one)&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = dumed | elvish = acene | goblin = osma | human = uvno}}&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carrot&amp;diff=303546</id>
		<title>Carrot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carrot&amp;diff=303546"/>
		<updated>2024-09-21T15:40:53Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: Redirected page to Wild carrot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Wild carrot]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=303545</id>
		<title>Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Calendar&amp;diff=303545"/>
		<updated>2024-09-21T14:57:02Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: There's no more status screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|08:57, 21 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:calender_v50_preview.png|thumb|350px|right|The game getting itself ready for how you're gonna eventually lose it.]]The '''dwarven calendar''' is used to display the day, month, and year of any given date, and is visible at the top of the main view. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. &lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating - by default, this will be year 100, but worldgen can be set to stop at several distinct years - ranging from 5 to 500 - when selecting ''Create a World'', or to any arbitrary year, by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters/Detailed Mode'' screen, or by interrupting world generation.&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
The world follows a seasonal cycle - each season affects the climate, the crops that can be farmed, and the ebb and flow of trade. There are also full moons on certain fixed dates every year; [[werebeasts]] will transform into their werebeast form on these days.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
| rowspan=2 style=&amp;quot;background: #aaa&amp;quot;  |&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | [[Caravan]]&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: #ccc;&amp;quot; | Full Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Northern Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ccc;&amp;quot; | Southern Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;background: #cfc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Elf|Elven]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8f8&amp;quot;  | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;background: #ffc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot;| [[Human]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ff8&amp;quot;  | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot;  | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;background: #fcc; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | [[Dwarf|Dwarven]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|•|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;background: #ccf; text-align: center&amp;quot; rowspan=&amp;quot;3&amp;quot; | ''None*''&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | 2nd and 28th &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you have [[modding|modded]] the game to not be at war with the [[goblin]]s or [[kobold]]s, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals or wagon pullers. If you do, then they will send caravans every season, including winter.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal effect on Farming ===&lt;br /&gt;
{{main|Farming}}&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.&lt;br /&gt;
&lt;br /&gt;
=== Seasonal effect on Trading ===&lt;br /&gt;
{{main|Trading}}&lt;br /&gt;
&lt;br /&gt;
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and one's fellow dwarves during the Autumn. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall.&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:age_notify_preview.png]]&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made.  Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations.  It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== Known Ages ===&lt;br /&gt;
[[File:GiantDwarfs.jpg|thumb|A time when Heroes, Mega-beasts and Titans walked the earth]]&lt;br /&gt;
&lt;br /&gt;
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.&lt;br /&gt;
&lt;br /&gt;
==== Great Powers in Control ====&lt;br /&gt;
&lt;br /&gt;
This course of this period is shaped by the Great Powers; [[historical figure]]s with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s. If there are more than 3 powers in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes; if 3 or fewer, then it will progress through the various Ages of Powers.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Myth''': The number of living powers and megabeasts is at least 2/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Myth was a time when living gods and mighty beasts still held sway.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Legends''': The number of living powers and megabeasts is at least 1/3 of what it was when the world began.&lt;br /&gt;
:''&amp;quot;The Age of Legends was a time when the powers of the world were fading.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Heroes''': The number of living powers and megabeasts is greater than three.&lt;br /&gt;
:''&amp;quot;The Age of Heroes was a time when the last of the powers fought their final battles.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to &amp;quot;regress&amp;quot; back to Heroes, Legends, or, in slightly extreme cases, even Myth, sometimes multiple times.&lt;br /&gt;
&lt;br /&gt;
If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Three Powers''': Exactly three powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of Two (Race)s''' or '''The Age of (Race) and (Race)''': Exactly two powers are alive in the world.&lt;br /&gt;
:''&amp;quot;The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world.&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
'''The Age of (Name/Species)''': Exactly one power is alive in the world. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Draconic Age was a time when the dragon Flarrgh was the only great power in the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== No Great Powers ====&lt;br /&gt;
Once the Great Powers have fallen, the status of mortal civs will determine the Age. The ages will proceed as follows.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of (Race)''' or '''The (Racial) Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], and the majority are of one race. The name style is selected randomly.&lt;br /&gt;
:''&amp;quot;The Age of Dwarves was a time when dwarves ruled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Golden Age''': Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but there is no single majority.&lt;br /&gt;
:''&amp;quot;The Golden Age was a time when various civilized races peopled the world.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Twilight Age''': Between 50% and 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]].&lt;br /&gt;
:''&amp;quot;The Twilight Age was a time when fantastic creatures no longer lived in great numbers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Fairy Tales''': Over 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but some non-mundane ones still remain. &lt;br /&gt;
:''&amp;quot;The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Toady One's quote from 2008 devlog: ''&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-left: 10px solid #ccc; margin: 0.5em 10px; padding: 0.5em 10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
'''The Age of Civilization''': All civilized creatures are mundane, and all semi-megabeasts have been vanquished.&lt;br /&gt;
:''&amp;quot;The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Death''': All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.&lt;br /&gt;
:''&amp;quot;The Age of Death was a time after civilization had crumbled completely.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
'''The Age of Emptiness''': All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers (i.e. all civilized creatures were wiped out before all powers).&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when no civilized peoples existed in the world.&amp;quot;''&lt;br /&gt;
:''&amp;quot;The Age of Emptiness was a time when only simple creatures inhabited the world.&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A world that ends generation in the Age of Death or Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Within the [[string dump]], beneath these ages, are the following three lines:&lt;br /&gt;
&lt;br /&gt;
* Unknown Age&lt;br /&gt;
* Monster&lt;br /&gt;
* Rampage&lt;br /&gt;
&lt;br /&gt;
It is unclear what these are used for.&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
A change in the season will generate an [[announcement]].  Depending on the biome your fortress is in, the announced season may be different from the calendar season.  For example, in some biomes &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; seasons replace spring or summer.  A few biomes lack any change in weather, and those biomes announce a change of season by &amp;quot;-season- has arrived on the calendar.&amp;quot;  Regardless, plants and caravans always follow the calendar season listed on the status screen.  &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|Legends mode}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=303544</id>
		<title>Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=303544"/>
		<updated>2024-09-21T10:15:41Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Building hives */ switched to {{menu icon}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-right: 15px;&amp;quot;&amp;gt;[[File:honey_bee_sprite_preview.png|right]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that involves farming [[honey bee]]s in built [[hive]]s to produce [[honeycomb]]s and [[royal jelly]], the former of which is further processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is [[Beekeeper|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Finding wild bees ===&lt;br /&gt;
[[File:Beekeeping Industry Flowchart.png|thumb|300px|upright=1.5|Beekeeping industry flowchart]]Wild colonies of honey bees must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are common in places they appear ({{token|FREQUENCY|c|100}}), bees are not {{token|UBIQUITOUS|c}}, thus are not guaranteed to appear in every [[region]].&lt;br /&gt;
&lt;br /&gt;
[[Bumblebee]]s cannot be used in beekeeping.&amp;lt;sup&amp;gt;[https://dwarffortress.mantishub.io/view.php?id=4003#c15306 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt; They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
Honey bees are one of the {{token|VERMIN_SOIL_COLONY|c}} creatures, which includes bumblebees, [[ant]]s, and [[termite]]s. Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the &amp;quot;space&amp;quot; is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate.&lt;br /&gt;
&lt;br /&gt;
If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously.&lt;br /&gt;
&lt;br /&gt;
=== Building hives ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Hive}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]] || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
Hives are a [[tool]]. They can be made in a variety of hard materials from their respective [[workshop]]s and [[labor]]s. Beekeepers themselves do not craft them. Hives are stored in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Hives can be built ({{Menu icon|b|o|f|h}}) on any hard surface, both indoors and outdoors. Only beekeepers can haul and place hives.&lt;br /&gt;
&lt;br /&gt;
[[Tile attributes]] affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. Subterranean hives cannot produce anything, but can store colonies to be split later. Clicking on a hive will show whether it has &amp;quot;Outdoor access&amp;quot; or &amp;quot;No outdoor access&amp;quot; - relating to the above ground or subterranean attribute respectively. So long as hives are placed adjacent to or on an above ground tile, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.&lt;br /&gt;
&lt;br /&gt;
In the [[job list|{{k|j}}ob list]], two notable beekeeping jobs are:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.&lt;br /&gt;
* {{DFtext|Collect Hive Products|3:0}} – when a beekeeper gathers the products from a hive.&lt;br /&gt;
&lt;br /&gt;
=== Examining hives ===&lt;br /&gt;
Clicking on the hive will display:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive:&lt;br /&gt;
** {{DFtext|Install colony when ready|7:1}} or {{DFtext|Do not install colony|7:1}}.&lt;br /&gt;
** {{DFtext|Gather any products|7:1}} or {{DFtext|Do not gather products|7:1}}.&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}} or {{DFtext|Not ready to be split|0:1}}.&lt;br /&gt;
* If there are too many colonized hives on the map (due to a [[#Limit|limit]]).&lt;br /&gt;
&lt;br /&gt;
To see if a hive has a colony, use the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. If a colony is present, it will show a [[stack]] of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the {{k|b}}uilding menu and look for the number next to the &amp;quot;Hive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Colony installation ===&lt;br /&gt;
Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to {{DFtext|Install colony when ready|7:1}}. Hives set to {{DFtext|Do not install colony|7:1}} will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.&lt;br /&gt;
&lt;br /&gt;
Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to [[burrow]]s can prevent them from seeking other hives.&lt;br /&gt;
&lt;br /&gt;
=== Splitting colonies ===&lt;br /&gt;
Colonies can split in three months after installation. A split-able colony is indicated in the building settings as {{DFtext|Ready to be split|2:1}}. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.&lt;br /&gt;
&lt;br /&gt;
Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.&lt;br /&gt;
&lt;br /&gt;
=== Gathering products ===&lt;br /&gt;
Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are &amp;quot;part&amp;quot; of the building, as indicated by the {{DFtext|[B]|1:1}} symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty [[jug]] is required to gather the products, since royal jelly must be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Hives must set to {{DFtext|Gather any products|7:1}} for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.&lt;br /&gt;
&lt;br /&gt;
The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.&lt;br /&gt;
&lt;br /&gt;
=== Limit ===&lt;br /&gt;
There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|6:1}}&amp;lt;br/&amp;gt;{{DFtext|* Output restricted|6:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|4:1}}&amp;lt;br/&amp;gt;{{DFtext|* No output|4:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The limits do not affect the spawning of wild colonies, nor the amount of time needed for colonies to become ready to split.&lt;br /&gt;
&lt;br /&gt;
The total number of colonies can be checked in the [[stocks]] under &amp;quot;Small live animals&amp;quot; and hitting {{k|Tab}} to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, [[dump]] the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.&lt;br /&gt;
&lt;br /&gt;
=== Removing hives ===&lt;br /&gt;
Built hives can be removed using the building menu ({{k|q + x}}). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by [[building destroyer]]s, [[cave-in]]s, and [[magma]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal jelly cannot.&lt;br /&gt;
&lt;br /&gt;
== Production and processing ==&lt;br /&gt;
Six months after installing a colony, a hive produces one [[honeycomb]] {{Tile|∞|6:1}} and one [[royal jelly]] {{Tile|≈|7:1}}. Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the [[surroundings]], [[plant]]s, [[weather]], or [[season]]s affect production.&lt;br /&gt;
&lt;br /&gt;
Royal jelly is a liquid [[food]] used as an ingredient in [[prepared meal]]s, but it can only be cooked if another solid food item is included in the meal.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when [[presser|pressed]] at a [[screw press]], each honeycomb produces two items: [[honey]] {{Tile|≈|6:0}} and pressed [[wax]] (or wax cake) {{Tile|≈|6:1}}, both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select &amp;quot;Press honey from honeycomb&amp;quot; ({{k|h}}), or search and select &amp;quot;Press honey from honeycomb&amp;quot; in the [[manager]] screen. An empty jug is needed for the job to store the honey.&lt;br /&gt;
&lt;br /&gt;
Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a [[still]] and brewed into [[alcohol|mead]], the only obtainable non-plant-based alcoholic drink. Wax can be processed into various [[craft]]s by a [[wax worker]], which all have a [[material value]] of one.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Stacks of honey bees in their hives can be [[wear|mangled]] by forest [[fire]]s, but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* Filled jugs may be stored in [[bin]]s as finished goods, preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
The entire beekeeping industry is a bug exploit.(''with regards to the Apis genus, to be exact'')&lt;br /&gt;
[[File:beekeeping_preview.png|thumb|340px|center|You get used to the buzzing sounds. Honest.]]&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:Beekeeping industry]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=303543</id>
		<title>Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=303543"/>
		<updated>2024-09-21T09:35:02Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Stress considerations */ Corrected &amp;quot;value&amp;quot; link to go to room value not item value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dining_room_preview.png|right]]A '''dining room''' is a [[zone]] where dwarves will go to eat. The assigned zone may be either assigned to a specific dwarf (usually a [[noble]]) or designated as a '''dining hall'''. A valuable communal dining hall is an excellent way to reduce [[stress]].  Dwarves can still eat at a table and chair without designating it or the room they are in as a dining room, however.&lt;br /&gt;
&lt;br /&gt;
==Constructing a dining hall==&lt;br /&gt;
In order to construct a dining hall, use the {{Menu icon|z}} (zone) menu, choose &amp;quot;Dining Hall&amp;quot;, and select an area of the fortress.  The &amp;quot;Multi&amp;quot; option can be used to designate multiple rooms as dining halls as long as each one already contains a [[table]]. To be useful, a dining hall should also contain a (single) [[chair]] next to each table.  Some players place [[food]] [[Stockpile#Food|stockpile]]s nearby in hopes that this will lessen the time it takes dwarves to grab a bite to eat. &lt;br /&gt;
&lt;br /&gt;
Once a dining hall has been designated, you may assign the zone to a specific dwarf.&lt;br /&gt;
&lt;br /&gt;
Two examples of a dining room are shown below. The left one (in ASCII mode) includes a dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south). The right one (in the premium version) is the same, but includes a [[still]] to the south.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Quickstart_dining_area.png]] [[File:quickstart_dining_area_v50.png|239px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stress considerations===&lt;br /&gt;
[[File:dining_hall_v50.png|thumb|134px|right|Four citizens enjoying their meal.]]&lt;br /&gt;
* A good general rule of thumb is to have enough tables and chairs to serve one fifth (1/5) of your fortress population at any given time. Plan ahead for [[immigrant]]s.  More never hurts, but may never be necessary.&lt;br /&gt;
&lt;br /&gt;
* While it might be common sense to put a chair on either side of a table, or even 4 chairs around a single table, in DF one table is only enough for one dwarf.  While a dining room of any size is designated from a single table, dwarves will receive negative [[thought]]s from eating at a dining room (or anywhere else) without both a chair ''and'' [[orthogonal]]ly adjacent table to themselves.  To prevent this, build multiple tables and add a chair or throne next to each table, and make sure any chair will not be paired with the wrong table, and vice versa.&lt;br /&gt;
&lt;br /&gt;
*Since the room quality is determined solely by the total value of all items and furniture, it is possible to make a legendary room simply by having a great many more chairs and tables than you actually need, which will give your stone carver something to do and give your fort room to grow in the future. Artifacts that can be used in animal and weapon traps, like mechanisms, will add immensely to room value and impress any dwarf that looks at them, even if they are useless where they are placed. Artifacts you can build are a huge boon for this reason.&lt;br /&gt;
&lt;br /&gt;
*The total [[room value|value]] of a dining room will affect how happy dwarves get about eating there. Because dining rooms tend to be large and have lots of potentially valuable furniture, it is fairly simple to get incredibly valuable dining rooms that help offset the depression of a dwarf's best friend being torn apart by [[goblin]]s. Building furniture from valuable materials such as [[flux]], [[obsidian]], or various [[metal]]s helps. [[engraver|Decorating the walls and floors]] is also an easy way to make a dining hall more valuable. Try to use an experienced engraver for this important task to maximize room value.&lt;br /&gt;
&lt;br /&gt;
*Dwarves with a [[table]] or [[chair]] in their [[quarters]] may opt to eat their meals there instead of using your magnificent dining hall (forgoing the positive thought and possibly generating negative thoughts as well). To avoid this, do not install tables or chairs in your non-[[noble]] dwarves' quarters.&lt;br /&gt;
&lt;br /&gt;
[[File:dining_hall_preview.jpg|thumb|420px|center|Where goblin-slaying stories and slamming mead come together.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Tomas Honz''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Translation| dwarven = ub mosus | elvish = esi imira | goblin = ngubung xustxu | human = izrol coni}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=303542</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=303542"/>
		<updated>2024-09-21T09:33:23Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Dormitory */ missing space; added a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zone types, you can change from Paint to Multi mode, in which you can draw a rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this, first create the relevant zone, then click the Add Location button (+) to further specify it as a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of a zone is unlimited.&lt;br /&gt;
&lt;br /&gt;
== Zone Types ==&lt;br /&gt;
&lt;br /&gt;
=== Meeting area ===&lt;br /&gt;
[[File:meeting_icon_preview.png|right]]'''Meeting area zones''' are zones in which idle dwarves and animals will congregate. After a meeting area is designated, it can be left as is, or it can be made into a [[tavern]], [[temple]], [[library]], [[guildhall]] or [[hospital]]. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
If the meeting area is made a guildhall or a temple, the icon of the zone will change depending on the room's quality. For a guildhall, the icons are [[File:meeting_quality0_sprite.png|19px]] and [[File:meeting_quality1_sprite.png|19px]]. For a temple, the icons are [[File:temple_quality0_sprite.png|20px]], [[File:temple_quality1_sprite.png|20px]] and [[File:temple_quality2_sprite.png|20px]]. Dwarves may petition for these types of rooms of varying qualities.&lt;br /&gt;
&lt;br /&gt;
=== Office ===&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
[[File:office_medium_icon.png|right]]An office is a zone required by some [[Noble|nobles]], and requires a [[chair]]. [[Manager|Managers]] will use the chair to validate and check [[work orders]]. A [[bookkeeper]] will use the office to update the [[stock]]records and increase the precision of the records. A dwarf with an office assigned will sometimes [[eat]] in their own office if there is no communal [[dining hall]] designated in the fortress, but this does not provide any happy [[thought]], no matter how [[Room value|luxuriously decorated]] the office may be, and may even generate a bad thought if the chair doesn't have a [[table]] adjacent to it.&lt;br /&gt;
&lt;br /&gt;
=== Bedroom ===&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A bedroom is a zone where a single dwarf (and possibly their spouse and children) will sleep and store their belongings in. Requires a [[bed]]. A cabinet can be built for the dwarf to store their [[Wear|old]] clothing; and a chest for dwarves to store their belongings like [[coins]], [[Finished Goods|rings, scepters]] etc. A dwarf with no cabinet or with low orderliness [[personality trait]] will scatter their old clothing everywhere.&lt;br /&gt;
&lt;br /&gt;
=== Dormitory ===&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
[[File:bedroom_medium_icon.png|right]]A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep. However, sleeping in dormitory will generate a negative [[thought]] (embarrassed after sleeping without a proper room).&lt;br /&gt;
&lt;br /&gt;
=== Dining hall ===&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
[[File:dining_medium_icon.png|right]]A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
=== Barracks ===&lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
[[File:barracks_medium_icon.png|right]]A barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
&lt;br /&gt;
=== Pen/Pasture ===&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
[[File:pasture_medium_icon.png|right]]A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Archery range ===&lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
[[File:archery_medium_icon.png|right]]An archery range is used by [[marksdwarves]] (or [[Bow|bowdwarves]] and [[blowgun|blowgunners]] by editing the raw). A marksdwarf will pick up bolts nearest to them And then shoot at the target. Upon depleting the bolts, the markdwarf will gain a happy thought(feels pleasure after practicing at an archery range). The markdwarf's XP gain by practicing in an archery range is only [[Experience|half the amount]] compared to using a [[Advanced Marksdwarf Training Guide|live target]]. but it has the advantages of easy to set up and much less micromanagement. Note that markdwarves cannot shoot adjacent to the [[archery target]]. and there must be at least 1 tile of walkable perimeter that is from the target in order for archery practice to happen.&lt;br /&gt;
&lt;br /&gt;
=== Pit/Pond ===&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:pit_medium_icon.png|right]]A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
=== Garbage Dump ===&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
[[File:trash_medium_icon.png|right]]Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
=== Water source ===&lt;br /&gt;
[[File:water_medium_icon.png|right]]Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
=== Animal Training ===&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
[[File:animaltraining_medium_icon.png|right]]An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
=== Dungeon ===&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
[[File:dungeon_medium_icon.png|right]]A dungeon is a room designed for [[justice|dwarven justice]]; and in each room there must be 1 [[cage]] (must be metal) or a [[Restraint|rope/chain]]. Once the prisoner is selected to be imprisoned via the justice screen. the [[fortress guard]]/[[sheriff]] will chain or lock the creature in the selected chain or cage. The prisoner will continuously generate a bad thought while being imprisoned. so with some micromanagement, you can save the poor innocent [[cheese maker]] who violated the [[mayor]]'s ban on export, from being overly stressed out, by deconstructing the chain as soon as they were chained up. A chain is recommended over a cage, as the chained up creature can still have access to the 8 tiles adjacent to the chain, granting them access to bed, food stockpile, chair and table, as well as allowing the prisoner to admire the chain if they were made from valuable metal like [[gold]] and [[platinum]]. While a caged prisoner is fully dependent on idle dwarves to deliver them food and drink (and only water instead of alcohol are delivered!). So they are more likely to starve to death than chained prisoner(Provided you designate a food&amp;amp;drink stockpile within that can be reached by the chained prisoner). Plus, sleeping on a cage floor is, as expected, [[Stress|not very pleasant]].&lt;br /&gt;
&lt;br /&gt;
=== Tomb ===&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
[[File:tomb_medium_icon.png|right]]A tomb is designated to a specific dwarf, or a pet's corpse to be buried or memorialized in order to prevent the appearance of [[ghosts]]. A tomb zone can only accommodate one dwarf. The primary function of tombs is to keep nobles happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the quality they will require. In some circumstances a noble will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Also, a noble that demands a tomb also generates a bad thought at the end of every year if the tomb is yet to be built for them, or did not reach their [[Room value|desired rank]] Nobles may also store certain favored objects in their tombs. It is unclear on how the game considers a dwarf to be properly buried in a tomb if they have multiple lost body parts like tooth.&lt;br /&gt;
&lt;br /&gt;
=== Fishing ===&lt;br /&gt;
[[File:fishing_medium_icon.png|right]]Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
=== Gather Fruit ===&lt;br /&gt;
[[File:gather_medium_icon.png|right]]This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
=== Sand collection ===&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
[[File:sandpit_medium_icon.png|right]]A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
=== Clay collection ===&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
[[File:claypit_medium_icon.png|right]]A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
== Quality and value ==&lt;br /&gt;
&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms - a communal [[dining room]] and [[dormitory]] are enough for the general populace, though making that dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.&lt;br /&gt;
[[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will cause [[Emotion|stressful thoughts]], and may prevent them from functioning at their full capacity. &lt;br /&gt;
The thoughts generated by more impressive zones will have a stronger stress–relieving value than the thoughts generated by plain or unimpressive zones.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot; style=&amp;quot;margin:auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (* See forum thread{{cite forum|124938.msg4169446#msg4169446}} for full discussion)&lt;br /&gt;
&lt;br /&gt;
=== What counts towards room value ===&lt;br /&gt;
&lt;br /&gt;
Room value can be loosely split in to 3 categories, furniture (everything that is a placeable object goes here, including doors), walls and floors&lt;br /&gt;
&lt;br /&gt;
A rooms furniture value is done by just counting every item of furniture in the room an adding all their values up. Due to the quality value nerf, these are now less workable as ways to pump up room value.&lt;br /&gt;
&lt;br /&gt;
Wall/floor values are also calculated by adding all the individual tiles of wall/floor but first we have to calculate the individual values&lt;br /&gt;
&lt;br /&gt;
=== Value calculation ===&lt;br /&gt;
The formula for calculating this value has changed significantly from prior versions of Dwarf Fortress. Thanks to research by TBTerra{{cite reddit|zzqlfu}}, the new formula has been discovered (and included here with only minor edits).&lt;br /&gt;
&lt;br /&gt;
;material value&lt;br /&gt;
:The value given to an item, floor, wall etc due to the material it is made from. ''Common material types:'' Natural spaces like sky, water, or magma are 1, wood is 1, rocks are 1–3, ores/metals are 2–40, gems are 2–60&lt;br /&gt;
;pre v50 quality multiplier&lt;br /&gt;
:It is still used in some places.&lt;br /&gt;
;current quality multiplier&lt;br /&gt;
:It is used for items.&lt;br /&gt;
;quality bonus&lt;br /&gt;
:As well as the multiplier items now get a flat bonus added based on quality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:right; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Quality multiplier&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Quality bonus&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Pre v50&lt;br /&gt;
! Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -well crafted-&lt;br /&gt;
| 2&lt;br /&gt;
| 1.1&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +finely crafted+&lt;br /&gt;
| 3&lt;br /&gt;
| 1.2&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | *superior*&lt;br /&gt;
| 4&lt;br /&gt;
| 4/3 ≈ 1.3&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ≡exceptional≡&lt;br /&gt;
| 5&lt;br /&gt;
| 1.5&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ☼masterful☼&lt;br /&gt;
| 12&lt;br /&gt;
| 2.0&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Artifact&lt;br /&gt;
| 120&lt;br /&gt;
| 20.0&lt;br /&gt;
| 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values of floor tiles ===&lt;br /&gt;
&lt;br /&gt;
The value of an individual floor tile depends on if its the original cave floor, a smoothed cave floor, or a placed floor, with placed floors being higher valued&lt;br /&gt;
&lt;br /&gt;
;raw cave floor&lt;br /&gt;
:1 × material value&lt;br /&gt;
;Smooth cave floor&lt;br /&gt;
:4 × material value&lt;br /&gt;
;placed cave floor&lt;br /&gt;
:7 × material value&lt;br /&gt;
&lt;br /&gt;
Additionally if the floor is engraved you add an extra 10 × material value × old quality multiplier.&lt;br /&gt;
&lt;br /&gt;
=== Values of wall tiles ===&lt;br /&gt;
&lt;br /&gt;
Again value depends on whether its original stone, smoothed stone, or placed wall (boulders/bars or blocks does not mater to value).&lt;br /&gt;
&lt;br /&gt;
;original wall&lt;br /&gt;
:1 × material value&lt;br /&gt;
;smoothed wall&lt;br /&gt;
:5 × material value&lt;br /&gt;
;placed wall&lt;br /&gt;
:9 × material value&lt;br /&gt;
&lt;br /&gt;
Engraving with walls is slightly complex. In order for an engraved wall to add its engraving to the room value, the room must contain both the wall itself and the location the engraver was standing when it was engraved. This means that an engraved wall shared between two zones will only add its value to one of those zones.&lt;br /&gt;
&lt;br /&gt;
The value of a wall engraving is 10 × old quality multiplier × material value of the most common building material used in the room’s walls and floors.&lt;br /&gt;
&lt;br /&gt;
=== Overlapping Rooms ===&lt;br /&gt;
[[File:overlapping_zones_preview.png]]{{clear}}&lt;br /&gt;
When room designations such that they share floor tiles, the label of some zones in that same area will be renamed to &amp;quot;Overlapping (Zone)&amp;quot; in red text. When selecting an overlapped area, the player is able to select the zone layers with clickable arrows on either side of the zone name. Zones in this state receive a massive overlap penalty, said penalty used to be 75%{{cite forum|124938.msg4169769#msg4169769}}, but the value is now set to ''1''. There is no difference in value between a piece of furniture shared by two rooms, or by forty.&lt;br /&gt;
&lt;br /&gt;
Sharing walls is fine however, and sharing doors is allowed as long as the room contains a wall adjacent to the door. When sharing a door, the floor tile it is on is also shared.&lt;br /&gt;
&lt;br /&gt;
=== Non-contiguous rooms ===&lt;br /&gt;
In the steam version there is nothing that requires a room to all be a connected piece. this, combined with wall sharing allows for some… less than fair cheesing of platinum walls that are somehow owned by every single bedroom, and with a trick in the “how to break room value” section, you can have every room royal quality for as little as 4 platinum and 6 basic wood/stone&lt;br /&gt;
&lt;br /&gt;
=== Building optimally (assuming you don't have infinite resources) ===&lt;br /&gt;
&lt;br /&gt;
If you are limited on your high value materials (or have lots of rooms you wish to improve) and don't want to abuse wall sharing or other glitches, here's how best to use those high value mats:&lt;br /&gt;
&lt;br /&gt;
# Use your high value materials on floor tiles, not furniture. A decently engraved floor has a value of 37–57 × material value; the only thing that gets close to that is the mechanisms in levers.&lt;br /&gt;
# The floors of doors that go between rooms you wish to increase are of particular importance as they will count for both rooms.&lt;br /&gt;
# If you’re ok with it looking a bit odd, use as many different low value materials (basic stones or woods) to make the rest of the floor/walls, such that your most common material type is the high value one, which is then used for all your wall engravings. Note: if the room is 4×5 or larger, just using high value floor tiles will mean they will be the most common material regardless of the walls.&lt;br /&gt;
# Engravings are tedious to redo (For a natural floor, you will need to carve tracks and smooth over before re-engraving. For constructed floors, you will need to build a wall, then carve fortifications, remove the fortification and replace the floor). To minimize the extra work of redoing engravings, leave your highest value tiles to be done by your most experienced engraver so they will have a high quality on the first try.&lt;br /&gt;
&lt;br /&gt;
=== Breaking room value ===&lt;br /&gt;
&lt;br /&gt;
So you don’t care about using glitches and non–contiguous rooms. Here’s the way you break room value with minimal effort and resources:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with a 1 tile gap on either side (if your engravers are really good this might only need to be 2–3 long).&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great, steel and gold also work), and have your best engraver engrave them.&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn’t really matter, as they will be adding 10–100 value to 2–3k value floor tiles.&lt;br /&gt;
# For every room add the doors and the wall (this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
# For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confusing.&lt;br /&gt;
&lt;br /&gt;
You can also assign arbitrary stretches of space on the same z level, such as sky, magma, or water, as part of the zone to increase value. Because the standard 4×4 embark contains 192×192=36864 tiles, each with a value of one, designating one entire z level of sky would instantly create a royal quality zone.&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=303541</id>
		<title>Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=303541"/>
		<updated>2024-09-21T09:26:33Z</updated>

		<summary type="html">&lt;p&gt;Bjh21: /* Stress considerations */ Removed obsolete key bindings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dining_room_preview.png|right]]A '''dining room''' is a [[zone]] where dwarves will go to eat. The assigned zone may be either assigned to a specific dwarf (usually a [[noble]]) or designated as a '''dining hall'''. A valuable communal dining hall is an excellent way to reduce [[stress]].  Dwarves can still eat at a table and chair without designating it or the room they are in as a dining room, however.&lt;br /&gt;
&lt;br /&gt;
==Constructing a dining hall==&lt;br /&gt;
In order to construct a dining hall, use the {{Menu icon|z}} (zone) menu, choose &amp;quot;Dining Hall&amp;quot;, and select an area of the fortress.  The &amp;quot;Multi&amp;quot; option can be used to designate multiple rooms as dining halls as long as each one already contains a [[table]]. To be useful, a dining hall should also contain a (single) [[chair]] next to each table.  Some players place [[food]] [[Stockpile#Food|stockpile]]s nearby in hopes that this will lessen the time it takes dwarves to grab a bite to eat. &lt;br /&gt;
&lt;br /&gt;
Once a dining hall has been designated, you may assign the zone to a specific dwarf.&lt;br /&gt;
&lt;br /&gt;
Two examples of a dining room are shown below. The left one (in ASCII mode) includes a dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south). The right one (in the premium version) is the same, but includes a [[still]] to the south.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;[[File:Quickstart_dining_area.png]] [[File:quickstart_dining_area_v50.png|239px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stress considerations===&lt;br /&gt;
[[File:dining_hall_v50.png|thumb|134px|right|Four citizens enjoying their meal.]]&lt;br /&gt;
* A good general rule of thumb is to have enough tables and chairs to serve one fifth (1/5) of your fortress population at any given time. Plan ahead for [[immigrant]]s.  More never hurts, but may never be necessary.&lt;br /&gt;
&lt;br /&gt;
* While it might be common sense to put a chair on either side of a table, or even 4 chairs around a single table, in DF one table is only enough for one dwarf.  While a dining room of any size is designated from a single table, dwarves will receive negative [[thought]]s from eating at a dining room (or anywhere else) without both a chair ''and'' [[orthogonal]]ly adjacent table to themselves.  To prevent this, build multiple tables and add a chair or throne next to each table, and make sure any chair will not be paired with the wrong table, and vice versa.&lt;br /&gt;
&lt;br /&gt;
*Since the room quality is determined solely by the total value of all items and furniture, it is possible to make a legendary room simply by having a great many more chairs and tables than you actually need, which will give your stone carver something to do and give your fort room to grow in the future. Artifacts that can be used in animal and weapon traps, like mechanisms, will add immensely to room value and impress any dwarf that looks at them, even if they are useless where they are placed. Artifacts you can build are a huge boon for this reason.&lt;br /&gt;
&lt;br /&gt;
*The total [[value]] of a dining room will affect how happy dwarves get about eating there. Because dining rooms tend to be large and have lots of potentially valuable furniture, it is fairly simple to get incredibly valuable dining rooms that help offset the depression of a dwarf's best friend being torn apart by [[goblin]]s. Building furniture from valuable materials such as [[flux]], [[obsidian]], or various [[metal]]s helps. [[engraver|Decorating the walls and floors]] is also an easy way to make a dining hall more valuable. Try to use an experienced engraver for this important task to maximize room value.&lt;br /&gt;
&lt;br /&gt;
*Dwarves with a [[table]] or [[chair]] in their [[quarters]] may opt to eat their meals there instead of using your magnificent dining hall (forgoing the positive thought and possibly generating negative thoughts as well). To avoid this, do not install tables or chairs in your non-[[noble]] dwarves' quarters.&lt;br /&gt;
&lt;br /&gt;
[[File:dining_hall_preview.jpg|thumb|420px|center|Where goblin-slaying stories and slamming mead come together.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Tomas Honz''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Translation| dwarven = ub mosus | elvish = esi imira | goblin = ngubung xustxu | human = izrol coni}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>Bjh21</name></author>
	</entry>
</feed>