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		<id>https://dwarffortresswiki.org/index.php?title=Domestic_animal&amp;diff=292778</id>
		<title>Domestic animal</title>
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		<updated>2023-04-03T22:50:42Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: Fix according to raws. Chickens reach full body size the same rate as turkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Domestic animals''' are [[creature]]s that can be used by a [[civilization]] one way or another without any [[Animal training|training]] required, usually for security or food. Distinguished by having the {{token|COMMON_DOMESTIC}} tag in the [[raw file|raws]], they can be bought at [[embark]] or [[trade]]d for with [[caravan]]s. Wild versions of domesticated animals ([[horse]]s, [[turkey]]s, etc.) can be captured in [[cage]] [[trap]]s and receive training, which will turn them completely tame afterwards.&lt;br /&gt;
&lt;br /&gt;
[[Dwarf]], [[human]] and [[elf]] civilizations have access to the same variety of domestic animals, which are listed below. [[Goblin]]s can't use these, but rather have access to domesticated [[beak dog]]s, which dwarves can only access by capturing in the wild or as [[Mission|spoils of war]]. Meanwhile, [[kobold]]s and subterranean [[animal people]] have no 'domestic' animals at all.&lt;br /&gt;
&lt;br /&gt;
Every embark starts with two free, randomly-selected domestic '''draft animals''' which arrive with the [[Wagon (embark)|wagon]] at the fortress site. These can be any of the animals in the list below which are available at embark that have the {{token|WAGON_PULLER}} tag ''(i.e. [[horse]]s, [[yak]]s and [[water buffalo]]es)''. Note that the two animals do not (intentionally) come as a &amp;quot;matched pair&amp;quot;, and so may not be from the same species. Embarking with a sufficient quantity of goods can result in multiple wagons, each of which comes with another pair of randomly selected animals. Since fortresses cannot move their wagons ''after'' embark, these &amp;quot;draft&amp;quot; animals can be [[Butcher|slaughtered]] or kept for breeding, or can become [[pet]]s for making certain dwarves [[preferences|happy]].&lt;br /&gt;
&lt;br /&gt;
When purchasing* draft animals at embark, the player may choose which gender of animals (only one male is necessary for breeding). [[cat|Depending on the animal]], you may wish to limit breeding altogether, or assign a [[gelder]].&lt;br /&gt;
&lt;br /&gt;
: ''(* Note that the two free draft animals per wagon are not &amp;quot;purchased&amp;quot;, and so are randomly generated, both re species and gender.)''&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic mammals ==&lt;br /&gt;
&lt;br /&gt;
When butchered, all adult domestic mammals yield one [[skull]] and one [[leather|raw hide]]. All milkable mammals give the same value of [[milk]] and appear to be milkable at the same frequency. The embark costs shown apply to both adults and juveniles of either sex. All domestic mammals reach adolescence at 1 year and adulthood at 2 years, except [[Cavy|cavies]], which take half as long. All [[Grazer|grazing]] animals require a [[pasture]]; the lower the 'grazer' value, the larger the size of the required pasture.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;&amp;quot;|Titley bit could go here. &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Embark cost&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Pet value&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Size when full-grown&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Horns + hooves&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Milkable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Shearable?&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Grazer&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Alpaca]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2614&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|150,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Domestic for goblins, also poultry&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cavy]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|800&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|74768&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|5,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Adopts owners.  Hunts [[vermin]].  Beware [[Catsplosion]]!&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Cow]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|151&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|600,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|522&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Kennel|Trainable]] as war dogs or hunting dogs, which can also be bought for 31☼&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Donkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|300,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|878&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Goat]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3364&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Horse]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|599&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Llama]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|180,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1287&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Mule]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|400,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|708&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Sterile in real life; all-male in ''Dwarf Fortress''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[One-humped camel]]+&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|251&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|54&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|598&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Domestication not guaranteed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Pig]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|60,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Only [[Milker|milkable]] domestic animal that does not graze&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Rabbit]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|106,366&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Reindeer]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|130,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1643&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Sheep]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|50,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|8 or 10&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|4 or 6&amp;lt;sup&amp;gt;¶&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|3364&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Cheapest [[Shearer|shearable]] domestic animal&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Two-humped camel]]+&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|251&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|500,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|44&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|598&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Domestication not guaranteed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Water buffalo]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|1,000,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|70&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|356&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|[[Yak]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|101&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|200&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|700,000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|Yes&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|No&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|465&lt;br /&gt;
|style=&amp;quot;padding:0.2em;&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Gives a crude estimate of ability in combat, and thus danger to hunters.  This number comes from the raws, so it might also be a better estimate of butchering results than the dodgy numbers from this wiki.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and offal.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Maximum reported in infoboxes in this wiki, April 2011. Strongly influenced by individual attributes, especially for larger animals. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;§&amp;lt;/nowiki&amp;gt; A lower number means the animal needs to graze more often, and will thus need a larger [[pasture]].  Cats and dogs have the {{token|CARNIVORE}} tag and do not graze or require pasture.&amp;lt;br&amp;gt;&lt;br /&gt;
:¶ The higher number is for rams.&lt;br /&gt;
:+ These animals don't possess the {{token|COMMON_DOMESTIC}} tag, but may be domesticated due to having {{token|PACK_ANIMAL}}. Unlike the others, they are not guaranteed to exist in your civilization.&lt;br /&gt;
&lt;br /&gt;
== Comparison of domestic poultry == &amp;lt;!-- Linked from Egg production and poultry articles --&amp;gt;&lt;br /&gt;
All domestic poultry have a [[pet]] value of 10 and cost 6[[currency|☼]] at embark. Blue peafowl, geese, and guineafowl reach adolescence at six months and are full-grown after one year; ducks, chickens and turkeys reach adolescence at one year and are full-grown after two years. When butchered, all full-grown poultry yield one [[skull]]; those that yield bones also yield a [[leather|raw hide]]. However, domestic poultry are much more efficient when used for [[egg production]] than as a meat source; over the lifetime of an average hen, many more meals can be produced from the eggs. This is especially true for ducks and guineafowl. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px #AAA solid;&amp;quot; style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|+style=&amp;quot;border:1px #AAA solid;background:#EEE;text-align:center;&amp;quot;|All domestic poultry reach adulthood in 1 year and cost 6[[currency|☼]] at embark &lt;br /&gt;
|-&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Animal&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Min. [[egg]]s&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max. eggs&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Avg. eggs&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Egg size&amp;lt;sup&amp;gt;‖&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Years til&amp;lt;br&amp;gt;full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Max Age&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Size when full-grown&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Total edible&amp;lt;sup&amp;gt;†‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;background:#DDD;text-align:center;&amp;quot;| Bones&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Blue peafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|102&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15-30&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Beak dog]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1600&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-20&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|150000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|16&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Chicken]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Duck]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-9&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Goose]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|152&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-24&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|17-18&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Guineafowl]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|9.5&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10-15&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|1500&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&amp;lt;sup&amp;gt;§&amp;lt;/sup&amp;gt;&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|[[Turkey]]&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|87&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|7-10&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|5000&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;padding:0.2em;text-align:center;&amp;quot;|6&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Estimate based on mean of minimum and maximum clutch sizes.&amp;lt;br&amp;gt;&lt;br /&gt;
:† Total of meat, fat, and intestines.&amp;lt;br&amp;gt;&lt;br /&gt;
:‡ Reported in infoboxes in this wiki, April 2011.  Might be influenced by individual attributes. Use with caution!&amp;lt;br&amp;gt;&lt;br /&gt;
:§ A yield of 2 meat, 2 fat, a skin, and a skull has been reported for butchering a guineafowl.  This seems to be rare.&amp;lt;br&amp;gt; &lt;br /&gt;
:‖ Egg size does not currently affect food quantity&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = rodnul emär | elvish = wotha fela | goblin = ongob slulasp | human = hustra dik}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Domestic animal]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=289576</id>
		<title>Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=289576"/>
		<updated>2023-02-03T20:42:38Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Gem cutting */ changed values to reflect v50 quality multipliers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:gem_industry_preview.png|right]]The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of a near-infinite supply of [[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training.&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''', '''large gems''', or '''gem crafts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining gems==&lt;br /&gt;
The only way to obtain rough gems is through [[exploratory mining]]; every gem tile has a 100% chance of producing a gem when mined.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in most ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in gem cutting and gem setting, or at least prevent those skills from becoming [[rusty]].&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s can be produced from certain butchered animals.  These behave like cut gems, not rough.&lt;br /&gt;
&lt;br /&gt;
Finally, a number of gem products are generally available through trade with dwarf and human [[caravan]]s, including cut gems, large gems, gem crafts, and various glass products. Caravans will often bring rough glass; rough gems, however, are notably not available for trade.&lt;br /&gt;
&lt;br /&gt;
==Gem cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be used for encrusting other objects (see [[#Gem_Setting|Gem Setting]], below). Large gems and gem crafts are [[finished goods]] and occur less often; gem crafts are rarer than large gems. The gem cutter's skill level does not affect the chances of producing a large gem or gem craft, but it does affect the [[quality]] of those goods. &lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality multiplier (1-2). A large gem is thus worth 20-1,200☼.&lt;br /&gt;
&amp;lt;br&amp;gt;It seems like in v50.05 Large gem cutting is turned off for normal gems. Glass has a chance to be cut largely, though.&lt;br /&gt;
&lt;br /&gt;
===Gem crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a particular type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above-mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality multiplier (1-2). A gem craft is thus worth 20-1,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality multiplier (20); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼. A perfect gem acts similarly to a large gem, such that it can only be used for boosting fortress value and trading (It cannot be used to encrust furniture, finished goods, etc.). Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. [[Forbid]]ding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of linked [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality multiplier (1-2). A gem decoration is thus worth 20-1,200☼. A given item may possess multiple decorations (but only one using each type of gem), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for most purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possible, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts etc. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is possible for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like to train gem setting as well.&lt;br /&gt;
&lt;br /&gt;
==Gem windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value, but gem windows can be deconstructed into their components should you want to use those cut gems for another purpose.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contain valuable gems (like [[kimberlite]], the source of all diamonds).&lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Linking either stockpile to a jeweler's workshop will require jobs in that workshop to draw from that stockpile. Use ({{key|q}}-{{key|P}}) to set the jeweler's workshop profile so only specific dwarves can use it. In this manner you can ensure that only the most skilled cutters and setters work with your most valuable gems.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Setting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible and link it to the jeweler's workshop. Note: when encrusting finished goods, any discarded clothing in the workshop or linked stockpiles may be decorated; there is currently no way to avoid this short of tedious micromanagement.&lt;br /&gt;
&lt;br /&gt;
==Industry overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |A|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Mining&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|A|#ccc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Gems&lt;br /&gt;
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  |L|#fff|T|#fff|A|#fff| rough rock crystals&lt;br /&gt;
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{{Industry Block|industry=Glass industry&lt;br /&gt;
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{{Item Block|title=Gem Windows&lt;br /&gt;
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{{Item Block|title=Gem Crafts&lt;br /&gt;
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  |L|#acc|T|#acc|L|#acc| 3 gems are needed&lt;br /&gt;
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{{Item Block|title=Cut Gems&lt;br /&gt;
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{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Gem industry]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=289575</id>
		<title>Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=289575"/>
		<updated>2023-02-03T20:31:10Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Gem setting */ decoration values for gem setter changed to reflect quality in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:gem_industry_preview.png|right]]The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of a near-infinite supply of [[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training.&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''', '''large gems''', or '''gem crafts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining gems==&lt;br /&gt;
The only way to obtain rough gems is through [[exploratory mining]]; every gem tile has a 100% chance of producing a gem when mined.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in most ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in gem cutting and gem setting, or at least prevent those skills from becoming [[rusty]].&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s can be produced from certain butchered animals.  These behave like cut gems, not rough.&lt;br /&gt;
&lt;br /&gt;
Finally, a number of gem products are generally available through trade with dwarf and human [[caravan]]s, including cut gems, large gems, gem crafts, and various glass products. Caravans will often bring rough glass; rough gems, however, are notably not available for trade.&lt;br /&gt;
&lt;br /&gt;
==Gem cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be used for encrusting other objects (see [[#Gem_Setting|Gem Setting]], below). Large gems and gem crafts are [[finished goods]] and occur less often; gem crafts are rarer than large gems. The gem cutter's skill level does not affect the chances of producing a large gem or gem craft, but it does affect the [[quality]] of those goods. &lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem is thus worth 20-7,200☼.&lt;br /&gt;
&amp;lt;br&amp;gt;It seems like in v50.05 Large gem cutting is turned off for normal gems. Glass has a chance to be cut largely, though.&lt;br /&gt;
&lt;br /&gt;
===Gem crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a particular type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above-mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (20); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼. A perfect gem acts similarly to a large gem, such that it can only be used for boosting fortress value and trading (It cannot be used to encrust furniture, finished goods, etc.). Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. [[Forbid]]ding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of linked [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality multiplier (1-2). A gem decoration is thus worth 20-1,200☼. A given item may possess multiple decorations (but only one using each type of gem), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for most purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possible, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts etc. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is possible for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like to train gem setting as well.&lt;br /&gt;
&lt;br /&gt;
==Gem windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value, but gem windows can be deconstructed into their components should you want to use those cut gems for another purpose.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contain valuable gems (like [[kimberlite]], the source of all diamonds).&lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Linking either stockpile to a jeweler's workshop will require jobs in that workshop to draw from that stockpile. Use ({{key|q}}-{{key|P}}) to set the jeweler's workshop profile so only specific dwarves can use it. In this manner you can ensure that only the most skilled cutters and setters work with your most valuable gems.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Setting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible and link it to the jeweler's workshop. Note: when encrusting finished goods, any discarded clothing in the workshop or linked stockpiles may be decorated; there is currently no way to avoid this short of tedious micromanagement.&lt;br /&gt;
&lt;br /&gt;
==Industry overview==&lt;br /&gt;
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{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
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[[ru:Gem industry]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cage&amp;diff=288452</id>
		<title>Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cage&amp;diff=288452"/>
		<updated>2023-01-28T13:26:11Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: Keys adjusted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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{{V50_furniture&lt;br /&gt;
|graphic=[[File:Cage_Premium.png]]&lt;br /&gt;
|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Jail]] (if metal)&lt;br /&gt;
}}&lt;br /&gt;
:''For information on cage traps, see [[Trap#Cage_Trap|traps]].''&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in [[cage trap]]s, [[jail]]s, [[zoo]]s, [[Activity_zone#Pit/Pond|pit]]s and aquariums. A glass cage is called a '''terrarium''' or, if filled with [[water]] for holding [[Captured live fish|captured]] live aquatic [[vermin]], an '''aquarium'''.&lt;br /&gt;
&lt;br /&gt;
Cages are stored in an animal [[stockpile]] (unless they have been [[Wear|worn out]] somehow, in which case they are stored in a refuse stockpile). Dwarves will attempt to collect and store cages in stockpiles if the &amp;quot;Dwarves Gather Animals&amp;quot; [[Standing_orders|order]] ({{k|y}} - '''Standing orders''' tab - '''Hauling''' tab) is enabled.&lt;br /&gt;
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Empty cage storage can be controlled by toggling the &amp;quot;empty cages&amp;quot; option for animal stockpiles.&lt;br /&gt;
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==Building and using a cage==&lt;br /&gt;
[[File:cage_preview.jpg|thumb|270px|right|Cages work well for humanoids as well.]][[File:cage_trap_preview.jpg|thumb|270px|right|Capturing that thing was the &amp;quot;easy&amp;quot; part.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
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A cage can be constructed from a log of [[wood]] at a [[carpenter's workshop]], three bars of [[metal]] at a [[metalsmith's forge]], or from [[glass]] at a [[glass furnace]].&lt;br /&gt;
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You can then either build them on a tile via {{k-|b|r|g}} (this is needed for linking a [[lever]] to them, or assigning a tame animal to it) or simply keep them stockpiled so they can be used to load cage [[trap]]s.&lt;br /&gt;
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When building a cage, you can choose a cage that already has something inside. To precisely select which cage to use, you can expand the list of cages with {{k|x}}.&lt;br /&gt;
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===Creature containment===&lt;br /&gt;
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To assign creatures to a cage, first build the cage in the location you want using {{k-|b|r|g}}. You can only assign creatures to a cage that is not part of a dungeon zone. Cages in a dungeon will have prisoners assigned automatically as part of the [[Justice#Cages_and_Chains|justice]] system. To assign a creature to the cage, first select the cage, and then press the &amp;quot;+&amp;quot; button on its status page. Use {{k|Shift}} and the mouse wheel to quickly scroll up and down the list of [[creatures]], and {{k|click}} to assign them to the cage. Creatures currently assigned to the cage are listed at the top; the rest of the creatures are listed in order of arrival on the map (including any inaccessible creatures). Note that tame grazing creatures will starve if left in cages, though pet owners may feed their pets. Instead of caging grazers, assign them to a [[zone|pasture]] that has plenty of tasty [[grass]] and/or [[cave moss]].&lt;br /&gt;
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Multiple creatures can be assigned to the same cage with no penalty. It is possible to fit hundreds of [[dog|puppies]] with dozens of [[dragon]]s, and whatever other animals are on hand, in a single cage with no ill effects.  This has led some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
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There is no particular labor for releasing creatures from built cages.  Select the cage to examine it (it must first be &amp;quot;built,&amp;quot; not just stored - use {{k-|b|r|g}} to build a cage, and then to toggle the animal(s) currently inside (animals assigned to the cage will show up on the cage's page).  Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf.&lt;br /&gt;
&lt;br /&gt;
Alternatively, creatures can be released from un-built cages provided that they are able to be assigned to a pasture, ie. animals, tame or otherwise.  Once assigned to a pasture, a dwarf will automatically remove them from their cage and lead them to their assigned pasture.  Note that if the cage containing the creature is already within the pasture, the creature will '''not''' be released, as it is considered to be already in its pasture.&lt;br /&gt;
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Caged citizens of (and visitors to) your fort, if wounded, will be freed by the &amp;quot;Recover Wounded&amp;quot; job and taken to the nearest hospital zone.  This mostly occurs during loyalty cascades, when separatists are knocked unconscious while fighting on a cage trap.  If the hauling dwarf is from the other faction, it is possible that they lay the patient in bed and then immediately attack her.&lt;br /&gt;
&lt;br /&gt;
You can get details about the creatures which are in a built cage by pressing {{k|t}} and then {{k|enter}}. There, you can scroll the list of creatures and get details, for example, you can tell whether a creature is male or female, which is useful if you are preparing a breeding program.&lt;br /&gt;
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[[Vermin]] can also be assigned to cages, to save space or [[animal trap]]s. However, if you try to release them ({{k|q}} and then {{k|a}}), the dwarf will pickup an animal trap and put the poor creature back in a stock cage.  To explicitly release an animal, instead &amp;quot;pull&amp;quot; the animal somewhere else: either assign the animal to a [[pit]] (which could simply be a hillside outside your fortress), or a pasture.  This has the benefit of making it clear where the animal is being released.  However, keep in mind the dwarf will uncage the animal first and then lead it to the release, so large/dangerous animals may escape en route.  Consider using the [[dump]] command to move the cage before release, or assign the animal stockpile next to the pit/pasture.&lt;br /&gt;
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Bees show up in the list of creatures that can be assigned to a cage, but the dwarves will not start the task, and it will not be shown in the {{k|j}}obs list.&lt;br /&gt;
&lt;br /&gt;
Creatures in cages cannot be attacked (though any existing attack orders will '''not''' automatically cancel, leaving your militiadwarves milling around the cage uselessly). Most caged creatures are also unable to attack, although some special attacks (such as gaseous noxious secretions) can still be used. Creatures in cages are also immune to damage from falling, and falling objects. [[Breeding]] creatures are unable to get pregnant if caged, although they will give birth while caged if they were already pregnant.  Creatures in cages also age, so [[kitten]]s in a cage will eventually become adult cats. Creatures in cages are affected by extreme temperatures, and [[dwarven atom smasher|atom smashing]] the cage will also obliterate the occupants, even if they are normally immune to smashing. Casting a cage in [[obsidian]] will not harm the occupants (though the temperature might, if the cage is subjected to magma for very long).&lt;br /&gt;
&lt;br /&gt;
Beware of cages that contain creature(s) with very high internal temperature, such as [[fire imp]]s. They cannot harm your dwarves directly while caged, but their body heat ''can''; by heating up the tile that the cage occupies. If the cage-hauler is very slow and weak, they may spend enough time in each tile to feel the effects of the heat, and they will, dutifully but foolishly, continue to haul the cage until their head melts off. To move &amp;quot;hot&amp;quot; cages safely over long distances, make sure that a strong or fast dwarf hauls it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Deconstructing&amp;quot; a cage via {{k-|q|x}} with creatures in it does not harm the cage, the dwarves will return the cage (with the creatures in it) to the nearest animal stockpile.&lt;br /&gt;
&lt;br /&gt;
If you melt the cages, creatures inside will be released.&lt;br /&gt;
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==== Trading contained creatures ====&lt;br /&gt;
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Most creatures can be traded, but not sapients (such as goblins, trolls, trologdytes). If you attempt to haul caged sapient creatures to the trade depot, they will try to escape instead, and many times they will not go without a fight!&lt;br /&gt;
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===Prisons===&lt;br /&gt;
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To set a cage as a [[jail]], {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only [[metal]] cages may be used in this way, despite [[wood]]en cages being strong enough to hold [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
If the cage is already located within a designated Jail room, it will be automatically included in the jail.&lt;br /&gt;
&lt;br /&gt;
===Remotely opening cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a [[lever]] to remotely open it.  When the cage opens, the occupant(s) inside are released, the cage and [[mechanism]] deconstruct and can be returned to their respective stockpiles. Note that you have to use a &amp;quot;built&amp;quot; cage as described above, it won't work with cages on your stockpile.  Also note that the mechanism attached to the lever will '''not''' automatically deconstruct; you have to manually deconstruct the lever to get back the mechanism used to open the cage.&lt;br /&gt;
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&lt;br /&gt;
Alternately, when traders are around, you can select &amp;quot;move good to trading depot&amp;quot; and select the cage of choice. When a hauler takes the cage, any untameable creatures inside will be released; be sure to disarm the creature beforehand... This is also the easiest way of releasing caged dwarves.&lt;br /&gt;
&lt;br /&gt;
A way to release creatures from stockpiled cages (which have not been built) is to assign the creatures to a [[pasture]] (which is possible for any living thing except dwarves).  The same precautions as for trading the cage should be taken first.&lt;br /&gt;
&lt;br /&gt;
Another way is to use the [[container]] spilling effect: cages [[Trap_design#Shotgun|hurled from a colliding minecart]] ''also'' spill their contents upon collision (see [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 this forum message]). This combines timing control of a lever or pressure plate with the reusability of pitting. If you want to deliver Goblin snatchers into your target practice room despite [[Thief|thieves]]' ability to wriggle out of normal pitting, or a bunch of [[cave floater]]s toward invaders, this method may be preferable.&lt;br /&gt;
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===Cages and fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from [[swimmer|drowning]], so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section (as a corollary, if your fortress is drowning in water, you can cage your dwarves and rescue them later). However, built cages will not protect caged creatures from [[magma]], making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not [[magma-safe]] will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on [[fire]]. Any items the creature had equipped will teleport {{verify}} to wherever the creature was caged, typically a tile with a [[cage trap]] on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
It's also possible to cage fluids(done by pushing uncaged animals/invaders over armed cage traps with water.) The cage containing the liquid must be built to remove the liquid. *magma not tested (yet)&lt;br /&gt;
&lt;br /&gt;
===Buying cages ===&lt;br /&gt;
Traders may bring cages for sale. If those contain a [[tame]]d [[creature]] or [[vermin]], the item will be listed as ''(creature) cage'', and the material will only be mentioned in parentheses behind the item name, e.g. Wolf Cage (Oaken).&lt;br /&gt;
&lt;br /&gt;
===Selling caged creatures ===&lt;br /&gt;
If you want to sell an animal, you need to assign it to a constructed cage first (see above) and then deconstruct the cage by {{K|q}}uerying it and pressing {{K|x}}. You can then select the cage in the trading menu.&lt;br /&gt;
&lt;br /&gt;
Note that only tamed animals can be traded safely. The dwarf assigned to hauling a container will look through its contents and chuck out anything that can't be traded. In the case of cages, this means anything sentient - including such nasties as [[cyclops|cyclopes]].{{Bug|4065}} Letting such monsters loose in the middle of your fort is good [[fun]].&lt;br /&gt;
&lt;br /&gt;
=== How to disarm hostiles in cages ===&lt;br /&gt;
An easy way to take away all prisoner-held armor and clothing is via the mass designation tool.  Designate an area with {{K|i}}-{{K|p}} to dump an area (i.e. your animal [[stockpile]], filled with caged prisoners).  Afterwards, go over each cage and click on the garbage can icon for each of them - this stops the dumping on the cages themselves. You will need a [[Activity zone#Garbage Dump|garbage dump]] set up already for the dwarves to take the dumped items to. The dwarves will strip the prisoners naked and haul the items away. The cages themselves (and the creatures within) will remain in place.  The items will end up in the garbage dump zone. If you want to reuse the items, you need only to designate claim {{K|i}} on your garbage dump zone to reclaim the items after they are dumped there. If your animal stockpile is outdoors, you need to have the &amp;quot;Dwarves Gather Refuse from Outside&amp;quot; {{K|y}}/Standing order set.&lt;br /&gt;
&lt;br /&gt;
An easier way to selectively disarm prisoners is to designate mass forbid {{K|i}}-{{K|f}} and mass dump {{K|i}}-{{K|p}} on all of the caged prisoner stockpile. You will need a [[bookkeeper]] for this. Press {{K|k}} and go to the [[stocks]] screen. Find an item category with items marked '''F''' and '''D'''. Press {{K|f}} to remove the '''F''' for those items, but don't remove the '''D'''. This will unforbid them, but they will remain marked for dumping. When you exit the stocks screen, the dwarves will haul those items from the cages and drop them into the garbage dump. When the dwarves have finished the hauling tasks, designate a mass claim {{K|i}} and mass undump {{K|i}}-{{K|P}} on the same area as earlier to remove the forbid and dump designations from the cages and the rest of the contents. &lt;br /&gt;
&lt;br /&gt;
This method can be used to confiscate specific items from caged prisoners, like weapons, armor or bags containing stolen property or kidnapped children. It can be more useful to just remove their weapons if you want to use your caged prisoners for target practice;  they will be more durable with their clothes and armor equipped, but not very dangerous without their weapons.&lt;br /&gt;
&lt;br /&gt;
To selectively remove only weapons from caged prisoners, first claim the entire prisoner stockpile, then {{K|d}}-{{K|b}}-{{K|h}} to hide everything including cages, buildings and prisoner equipment. Go in to your standard (non-dfhack) stock screen and browse the weapons section. Anything tagged with a blue '''H''' is a hidden prisoners' weapon, dump them. Once you have selectively removed only their weapons, use {{K|d}}-{{K|b}}-{{K|H}} to unhide everything. This works with everything like shields and armor, not just weapons.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=81601.0 Source.]&lt;br /&gt;
&lt;br /&gt;
Alternatively, [https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#stripcaged dfhack 'stripcaged'] is available, but the 'weapons' switch also removes their shields.&lt;br /&gt;
&lt;br /&gt;
'''An updated process for v50 can be found in the following reddit conversation:''' https://www.reddit.com/r/dwarffortress/comments/zluzq6/disarming_caged_prisoners/&lt;br /&gt;
&lt;br /&gt;
=== Emptying refuse ===&lt;br /&gt;
If you [[animal trainer|tame an animal]] while it is inside a cage (a process which involves feeding a plant to the caged animal), you may leave seeds inside the cage.  To get these out, you must mark them for [[activity zone#Garbage_Dump|dumping]], designate a garbage zone, and wait for a dwarf to dump the seeds in the garbage zone.  Then you can reclaim them.&lt;br /&gt;
&lt;br /&gt;
Animals that expire in a cage (built in a [[zoo]], or just sitting in an animal stockpile) also clutter up the cage until removed. If the cage is unbuilt and the animal is [[butcher]]able, your dwarves may haul the animal, cage included, to the butcher shop for processing. If not, you will need to manually clean the cage by dumping the corpse and any other items.&lt;br /&gt;
&lt;br /&gt;
Marking refuse for dumping can be done by pressing {{k|k}} for an unbuilt cage ({{k|t}} for a built cage), then selecting the cage and pressing {{k|Enter}}, then selecting the item and pressing {{k|Enter}} again, and finally pressing {{k|d}} to mark the item (rather than the cage) for dumping.  Or if there is a lot of refuse, you can use {{k|d}}-{{k|b}}-{{k|d}} to mass-dump everything in the tile, and then un-mark the cage itself.&lt;br /&gt;
&lt;br /&gt;
=== How to quickly empty out many cages ===&lt;br /&gt;
If you have many [[Trap#Cage_Trap|cage traps]] then you may have trouble emptying out cages quickly enough at times. See [[Mass pitting]] for suggestions on how to quickly recycle cages. Be advised that there are now reports of frequent escapes while using this method (confirmed for v0.40.10).&lt;br /&gt;
&lt;br /&gt;
Another easy way to quickly empty cages is to simply send the imprisoned creatures to a pasture, where your squad can slaughter them.&lt;br /&gt;
(Your dwarves can drag every goblin except thieves).&lt;br /&gt;
The easiest way is to place the pasture right next to the cages and let your dwarves shoot them down. This way you can kill the thieves and monsters too.&lt;br /&gt;
&lt;br /&gt;
Another fun method is to put a 1x1 pasture in the middle of your barracks. Next, tell a squad to kill the target creature in the cage and watch them line up around the prisoner.  Finally, assign the prisoner to the pasture in the middle of the barracks.  A dwarf will be along shortly to drag the prisoner from the stockpile to the pasture, while your squad beats on them enroute.  Even thieves that can't be dragged are still mobbed by your squad waiting as soon as the cage is opened.&lt;br /&gt;
&lt;br /&gt;
== Comparison of cage types ==&lt;br /&gt;
As stated before, cages can be made either of wood, metal, or glass. The choice of material reflects the cage's usefulness at certain tasks. To compare:&lt;br /&gt;
* '''Wooden''' cages are [[weight|light]] and [[value|cheap]], and easy to mass produce in most [[biome]]s. They are notably not resistant to [[fire]], and will burn up in a forest fire, even when already loaded into an otherwise fire-safe [[cage trap]]. Wooden cages can also be bought from [[elf|elven]] [[caravan]]s if your site has no access to wood itself.&lt;br /&gt;
&lt;br /&gt;
* '''Metal''' cages have the advantage of not being flammable. These are usually [[fire-safe]], and a few types are [[magma-safe]] as well, but this varies depending on what [[metal]] they are made of. These cages are inferior for usage in cage traps, though, because of their high [[weight]] they take ''a lot'' of time to be hauled back and forth. Cages made of cheap metals (copper, tin, zinc, nickel, lead) can be bought in bulk from [[human]] and [[dwarf|dwarven]] merchants, and are the only type of cages these merchants will ever sell.&lt;br /&gt;
&lt;br /&gt;
* '''Glass''' terrariums can be made at a [[glass furnace]] from as little as a [[bag]] of renewable [[sand]]. The three types of glass have exactly the same physical properties, they differ only in [[value]]. All are magma-safe, having a melting temperature higher than any metal. They are heavier than wooden, but much lighter than metal ones, and their weight usually does not inhibit hauling jobs. For all non-decorative uses, green glass should be chosen, as it requires less ingredients and takes less time to be produced than other types of glass.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Creatures in cages that come from dead merchants can only be freed by assigning them to a [[Zone#Pen/Pasture|pen/pasture zone]] and then when they have been put there, deassigning them from the pen/pasture.&lt;br /&gt;
* When bringing a cage to the Trade Depot in order to trade it, any untameable creatures inside the cage will be freed.  Tamed (and presumably also wild but tameable) animals can be safely traded. {{Bug|4065}}&lt;br /&gt;
* Aquariums cannot be used to store large fish (they will drown), though vermin fish work just fine. {{Bug|1590}}&lt;br /&gt;
* Dwarves trapped in cages cannot be directly freed. They can only be released by building the cage and connecting a [[lever]] to it, or ordering the cage be brought to a trade depot. {{bug|3070}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mokez&lt;br /&gt;
| elvish  = ofúru&lt;br /&gt;
| goblin  = obtux&lt;br /&gt;
| human   = tin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=288162</id>
		<title>Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=288162"/>
		<updated>2023-01-26T11:22:07Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Doberman bomb */ no giant desert scorpions in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced players.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode fortress==&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.&lt;br /&gt;
 &lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Alarm clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They'll sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol. This means an alarm clock is not impossible if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. Even less if using sprites. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Altar of Armok==&lt;br /&gt;
&lt;br /&gt;
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass &amp;quot;windows.&amp;quot; It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, raising with the amount (and respective difficulty) of bonuses you add.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Guard the altar with a megabeast.&lt;br /&gt;
*Bonus: Cover the altar with blood of a Titan.&lt;br /&gt;
**MegaBonus: Cover the altar with blood of a denizen of the HFS.&lt;br /&gt;
***ArmokBonus: Build the altar in the HFS.&lt;br /&gt;
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.&lt;br /&gt;
*BerserkBonus: Cover the altar in a nausea-inducing extract.&lt;br /&gt;
*BloodBonus: Also cover the altar in an extract inducing slow death.&lt;br /&gt;
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.&lt;br /&gt;
*SacrificialBonus: Sacrifice a dwarf to the altar every day.&lt;br /&gt;
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.&lt;br /&gt;
**HistorySacrificialBonus: Sacrifice a human to the altar every day&lt;br /&gt;
***MegaArmokBonus: Sacrifice all three species to the altar every day!&lt;br /&gt;
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&amp;lt;br /&amp;gt; Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]]. It is now very rare to find a powerful enough aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.&lt;br /&gt;
&lt;br /&gt;
==Archaeological excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (e.g. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Variable. Carving a premade fort or building controlled access to caverns can potentially be useful for a Reclaim effort, effectively making the first wave dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second wave to repurpose the place.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A museum detailing the lives of those early dwarves.&lt;br /&gt;
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.&lt;br /&gt;
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.&lt;br /&gt;
*FunBonus: Breach the HFS.&lt;br /&gt;
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.&lt;br /&gt;
&lt;br /&gt;
==Artificial waterfall==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==Ballista battery==&lt;br /&gt;
{{main|Ballista}}&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bastion==&lt;br /&gt;
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!&lt;br /&gt;
** StonksBonus: Rig a way for your bastion to transfer supplies to the outside world without exposing themselves to danger, so they can be somewhat useful to the rest of your fort before their inevitable downfall. Doubles as a way to restock the bastion with fresh supplies and/or bodies, or a way to let the apocalypse in a little at a time if your survivors get too comfortable.&lt;br /&gt;
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.&lt;br /&gt;
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.&lt;br /&gt;
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Bathtub==&lt;br /&gt;
Stop dwarves from hauling in tons of exotic, poisonous sludge into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low in most cases. High in some evil areas.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.&lt;br /&gt;
* MegaDwarfBonus: Clean it with magma.&lt;br /&gt;
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.&lt;br /&gt;
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.&lt;br /&gt;
&lt;br /&gt;
==Boat==&lt;br /&gt;
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.&lt;br /&gt;
&lt;br /&gt;
Note: You'll probably want to limit your saves to the colder months.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Have the dwarves live on the boat.&lt;br /&gt;
* MegaDwarfBonus: Make miscreants/nobles walk the plank.&lt;br /&gt;
* *MegaDwarfBonus*: Bury your treasure on shore.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Have a pet [[kea]] for each of your dwarves.&lt;br /&gt;
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.&lt;br /&gt;
&lt;br /&gt;
==Bolt splitting operation==&lt;br /&gt;
One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++[#05F]☻∙+++++++++&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (pitted from the z-level above).&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '&amp;lt;' and '&amp;gt;' to go through different z-levels)&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=0&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]&amp;lt;[%204][%185][#5:1]g[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 01  &lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=1&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]X[%204][%185][#7:1]O[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 02 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=2&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%205][%187]  &lt;br /&gt;
  [%186]X+[#3:1]/[#7:0].[%186]  &lt;br /&gt;
  [%200][%205][%205][%205][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 03 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=3&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187]+  &lt;br /&gt;
  [%186]X[%186].[%186]+  &lt;br /&gt;
  [%200][%205][%202][%205][%188]+  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 04 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=4&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187].  &lt;br /&gt;
  [%186]X[%186].[%186].  &lt;br /&gt;
  [%200][%205][%202][%205][%188].  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 05 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=5&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%187]   &lt;br /&gt;
  [%186]&amp;gt;+[#6:1]@[#7:0][%186]   &lt;br /&gt;
  [%200][%205][%205][%205][%188]   &lt;br /&gt;
 &lt;br /&gt;
    06 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarves from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build a [[repeater]] to open and close the doors automatically.&lt;br /&gt;
&lt;br /&gt;
==Break the dam (release the river!)==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that raises under its victims' feet, flinging enemies away. &lt;br /&gt;
&lt;br /&gt;
Bridges don't fling creatures in any specific direction, apart from &amp;quot;up&amp;quot;. So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
===Cat-a-pult===&lt;br /&gt;
Essentially a Bridge-a-pult with specific ammo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Very easy, given that you have live cats in your fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corpse processing facility==&lt;br /&gt;
WARNING: The system can freely jam on any body parts, besides hands and heads, without killing undead.&lt;br /&gt;
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. &lt;br /&gt;
&lt;br /&gt;
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.&lt;br /&gt;
&lt;br /&gt;
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.&lt;br /&gt;
&lt;br /&gt;
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on &amp;quot;accept from links only&amp;quot; so your dwarves only haul out the bones and not the trash.&lt;br /&gt;
&lt;br /&gt;
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with &amp;quot;door taken by intruder&amp;quot; and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).&lt;br /&gt;
&lt;br /&gt;
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).&lt;br /&gt;
&lt;br /&gt;
NOTE: necromancer siege's corpses now drop clothes and gear.&lt;br /&gt;
&lt;br /&gt;
==Crocodile farm==&lt;br /&gt;
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.&lt;br /&gt;
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!&lt;br /&gt;
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.&lt;br /&gt;
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers. &lt;br /&gt;
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.&lt;br /&gt;
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.&lt;br /&gt;
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.&lt;br /&gt;
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
{{main|Dam}}&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==Danger room==&lt;br /&gt;
{{main|Danger room}}&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low.  While this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself. &lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers, or get into accidents. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, toys, clothing, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like hauling, crop harvesting and deconstruction, and will not level up their skill in miscellaneous professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies, depending on the bonuses built. With v50, children are a lot easier to mentally scar for life, making them prone to fell moods and tantrums, so having a safe form of daycare allows them to grow up into adults whose stress levels are usually easier to manage&lt;br /&gt;
&lt;br /&gt;
*SchoolBonus: Make the daycare a guild hall, and add a highly skilled dwarf and another adult to the burrow. The two will give demonstrations that the kids will occasionally watch, gaining experience in a profession of your choice&lt;br /&gt;
*OlympicBonus: Build a swimming pool of 4/7 between critical parts of the daycare, so the kids have to go through the water for their everyday tasks, gaining swimming skill and associated stats.&lt;br /&gt;
*ChildSoldierBonus: Make the daycare a barracks, and have your crack squad of dwarves spar and demonstrate there to train up the military skills of your dwarven children&lt;br /&gt;
&lt;br /&gt;
==Doberman bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to high, depending on the animal you use&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to very high, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus: Train the dogs inside as war dogs&lt;br /&gt;
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed&lt;br /&gt;
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, [[jabberer]]s or something really dangerous and rare. &lt;br /&gt;
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].&lt;br /&gt;
&lt;br /&gt;
==Drophole==&lt;br /&gt;
Imagine an execution tower, for rocks and pants.  It's nothing but a very deep 1x1 up-down staircase for express service to the depths.  Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds, there's always snags along the way.  Surprise caverns can cost you miners and tools.  Hitting water can be vexing.  Dumping and reclaiming things can be a chore.  It may serve as an unintended highway for Fun of any liquid or airborne variety&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it.  You can use this to transfer items between burrows.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.&lt;br /&gt;
&lt;br /&gt;
==Drowning chamber==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Edit the raws and do both.&lt;br /&gt;
&lt;br /&gt;
==Dwarfputer complex==&lt;br /&gt;
{{main|Computing}}&lt;br /&gt;
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.&lt;br /&gt;
*Bonus: Use lava.&lt;br /&gt;
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.&lt;br /&gt;
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.&lt;br /&gt;
&lt;br /&gt;
==Dwarven apartment complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to [[Losing|fun]] by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)&lt;br /&gt;
&lt;br /&gt;
==Dwarven courtyards== &lt;br /&gt;
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).&lt;br /&gt;
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the [[Demon|clowns]] while keeping the rest of the burrow safe.)&lt;br /&gt;
&lt;br /&gt;
==Dwarven disco ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
*UltraDwarfBonus: Caged &amp;quot;[[Elf|dancers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven labor camp (aka Dwalag)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
*Bonus: Go into the raws and rename the beverage of your choice to &amp;quot;Dwarven Vodka&amp;quot;, and drink to the glory of the Motherland!&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.&lt;br /&gt;
&lt;br /&gt;
Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door. &lt;br /&gt;
&lt;br /&gt;
Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!&lt;br /&gt;
&lt;br /&gt;
==Dwarven machine gun==&lt;br /&gt;
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Automatically reload minecarts with [[magma]].&lt;br /&gt;
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.&lt;br /&gt;
&lt;br /&gt;
==Emergency destruct stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.&lt;br /&gt;
&lt;br /&gt;
==Flak==&lt;br /&gt;
If flying enemies circumventing your walls and causing mayhem inside your fortress is a problem, don't use marksdwarves, just make some flak! Simply cover a series of drawbridges in rocks, and when fliers come by pull the lever. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this, there's a large chance of it getting stunned and crashing to the ground. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Use minecarts and pressure plates to make it fully automatic.&lt;br /&gt;
*SuperBonus: Make it closer to real world flak by using burning lignite bins.&lt;br /&gt;
*EfficiencyBonus: Use goblins as ammo&lt;br /&gt;
*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. &lt;br /&gt;
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. &lt;br /&gt;
*ArmokBonus: Use all of the above to emulate what happens when you drift into American airspace.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower bunker==&lt;br /&gt;
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], dragon [[soap]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.&lt;br /&gt;
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.&lt;br /&gt;
&lt;br /&gt;
==Flood the world==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
*MegaArmokBonus: Mod the game and do both.&lt;br /&gt;
&lt;br /&gt;
==Gladiator arena==&lt;br /&gt;
{{main|Live training}}&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. Keep in mind that you can't actually make your dwarves &amp;quot;watch&amp;quot; the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
*Bonus: Losers get incinerated by Magma. &lt;br /&gt;
*DwarfBonus: Winners also get incinerated by Magma.&lt;br /&gt;
*MegaDwarfBonus: Use your arena as a &amp;quot;trial by fire&amp;quot; for migrants.&lt;br /&gt;
&lt;br /&gt;
==Grazer reanimation facility==&lt;br /&gt;
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting &amp;lt;s&amp;gt;killed&amp;lt;/s&amp;gt; caught instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You always get some grazing animals to start with.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you &amp;lt;s&amp;gt;bought&amp;lt;/s&amp;gt; seized from elves.&lt;br /&gt;
** MegaDwarfBonus: Use [[giant elephant]]s.&lt;br /&gt;
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort. &lt;br /&gt;
* MenagerieBonus: Create a zoo using only undead grazers.&lt;br /&gt;
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.&lt;br /&gt;
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.&lt;br /&gt;
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].&lt;br /&gt;
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.&lt;br /&gt;
***** !FreedomBonus!: Release the champion into your fort. &lt;br /&gt;
* HolyGrailBonus: Use white [[bunny|bunnies]].&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
**DwarfBonus: Utilize [[obsidian|volcanic glass]].&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[main:armok|Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Cover it with blood.&lt;br /&gt;
* MegaDwarfBonus: Make it hollow and fill it with Magma&lt;br /&gt;
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.&lt;br /&gt;
&lt;br /&gt;
==Human Fortress==&lt;br /&gt;
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' N/A. (No cave adaptation)&lt;br /&gt;
&lt;br /&gt;
*Bonus: Pave the roads between houses.&lt;br /&gt;
*HumanBonus: Dig a moat around your castle.&lt;br /&gt;
*MegaHumanBonus: Fill the moat with lava.&lt;br /&gt;
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.&lt;br /&gt;
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.&lt;br /&gt;
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.&lt;br /&gt;
*WhereTheBeardedLadiesAtBonus: Enforce as many &amp;lt;s&amp;gt;pointless&amp;lt;/s&amp;gt; quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populace, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
* BabelBonus: Use [[DFHack]]'s &amp;lt;code&amp;gt;infiniteSky&amp;lt;/code&amp;gt; and build to the heavens themselves.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*Bonus: Drop the vessel into a deep cavern&lt;br /&gt;
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.&lt;br /&gt;
*VampireBonus: Send a vampire with the crew!&lt;br /&gt;
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!&lt;br /&gt;
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.&lt;br /&gt;
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!&lt;br /&gt;
**OhMyF****ingArmokBonus: Send supplies every year!&lt;br /&gt;
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) &lt;br /&gt;
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!&lt;br /&gt;
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!&lt;br /&gt;
&lt;br /&gt;
==Single-lever emergency lockdown (LEL)==&lt;br /&gt;
&lt;br /&gt;
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build the same number of bridges (that raise!) as your stairway is tall on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.&lt;br /&gt;
&lt;br /&gt;
3*3 stairwell setup:&lt;br /&gt;
&lt;br /&gt;
{{diagram|1=&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
[#6ff]╥XXX[#6ff]╥&lt;br /&gt;
[#6ff]║XXX[#6ff]║&lt;br /&gt;
[#6ff]╨XXX[#6ff]╨&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).&lt;br /&gt;
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)&lt;br /&gt;
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.&lt;br /&gt;
*MegaArmokEntombmentEXTREME+Bonus: &amp;quot;Forget&amp;quot; to pull the lockdown lever before you pull lever number 2.&lt;br /&gt;
*MegaArmokEntombment&amp;lt;s&amp;gt;'''Bait&amp;amp;Switch'''&amp;lt;/s&amp;gt;Diplomatic+Bonus: Set the highest level up on another switch, with a particularly &amp;lt;s&amp;gt;'''demanding and annoying noble'''&amp;lt;/s&amp;gt; skilled diplomatic representative is waiting at the very bottom to &amp;lt;s&amp;gt;'''lure'''&amp;lt;/s&amp;gt; invite them all down for a nice meal on &amp;lt;s&amp;gt;'''his flesh'''&amp;lt;/s&amp;gt; the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand &amp;lt;s&amp;gt;'''sacrificial defense'''&amp;lt;/s&amp;gt; diplomatic skills to be immortalized in volcanic glass?&lt;br /&gt;
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, as well as only the highest of quality (and value) memorial slabs.&lt;br /&gt;
&lt;br /&gt;
==Magma Lock System==&lt;br /&gt;
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.&lt;br /&gt;
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.&lt;br /&gt;
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Filodorima: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Magma chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma cannon==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma access early==&lt;br /&gt;
ASAP from embark, dig down to the magma.&amp;lt;br&amp;gt;&lt;br /&gt;
Make 2 magma proof pumps,&amp;lt;br&amp;gt;&lt;br /&gt;
make a small (5x5?) room that you can pump magma into and out of and&amp;lt;br&amp;gt;&lt;br /&gt;
make a stockpile for only iron &amp;amp; steel minecarts in the room.&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to make enough minecarts to fill the room.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the room is full of minecarts, seal room and pump it full of magma.&amp;lt;br&amp;gt;&lt;br /&gt;
Then pump the magma out.&amp;lt;br&amp;gt;&lt;br /&gt;
Delete the stockpile.&amp;lt;br&amp;gt;&lt;br /&gt;
Make a new stockpile near your forge/smelt/glass/kiln area.&amp;lt;br&amp;gt;&lt;br /&gt;
Haul minecarts by hand (or magma proof wheelbarrow).&amp;lt;br&amp;gt;&lt;br /&gt;
Use tracks and stops to dump 4 deep magma into shallow pits.&amp;lt;br&amp;gt;&lt;br /&gt;
2 minecart loads per pit. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''Usefulness:''' Very High.  &amp;lt;br&amp;gt;&lt;br /&gt;
*Bonus: !!Magma Economy By Autumn!!&lt;br /&gt;
*ObsidianBonus: Instead of pumping the magma out, drain water from a nearby lake or aquifer cistern onto it to turn it into obsidian. Carve out the minecarts, magma safely still inside, and enjoy the extra obsidian you have. Watch out not to flood the fortress!&lt;br /&gt;
&lt;br /&gt;
==Magma highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Put the coffin at least 20 floors down.&lt;br /&gt;
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma sea colony==&lt;br /&gt;
&lt;br /&gt;
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.&lt;br /&gt;
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Magma&amp;lt;/s&amp;gt; Lava sprinkler==&lt;br /&gt;
Build a twisting &amp;lt;s&amp;gt;magma&amp;lt;/s&amp;gt; lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.&lt;br /&gt;
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.&lt;br /&gt;
&lt;br /&gt;
==Mass cage recycling system==&lt;br /&gt;
{{main|Mass pitting}}&lt;br /&gt;
Build a [[mass pitting]] system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
*ConcentrationCampBonus: Combine with Pit of Doom below.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water drowning trap-thing==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Minecart spiral==&lt;br /&gt;
Build a giant spiral [[Minecart#Impulse ramps|minecart impulse ramp]] all the way from the [[magma sea]] to the surface. You can use it to transport ores to the [[magma smelter|magma smelters]] at the bottom from [[sedimentary layer|sedimentary layers]] near the surface. You can build [[statues]] in it to prevent dwarves from walking in and [[fun|dying]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-High. You will most likely have to use [[macros]]. Additionally, when crossing caverns you will have to [[construct]] minecart ramps which can be tedious.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. It depends on how tall your map is and how much ores you consume.&lt;br /&gt;
&lt;br /&gt;
*TrapBonus: Use [[bridge|drawbridge]] to guide invaders to the spiral, then [[screw pump|pump]] water into it and drown them.&lt;br /&gt;
**BetterTrapBonus: Make it [[magma]] instead. &lt;br /&gt;
*SuperBonus: Make the tower go all the way to the highest [[Z-axis|Z level]].&lt;br /&gt;
**ArmokBonus: Make it go through the magma sea, and [[HFS|further below]].&lt;br /&gt;
*Bonus: At the top, set up a system where dwarves can guide minecarts to different vertical shafts where the will fall to different Z levels, for loading. Then, the minecarts fall further down to the smelters, where the empty minecarts are sent back up for loading.&lt;br /&gt;
**MegaBonus: Divide your dwarves into two separate [[burrows]] connected only by the minecart spiral and the shaft. The higher burrow is in charge of mining, growing food, and operating the minecart system, and the lower burrow is in charge of smelting ores and making crafts.&lt;br /&gt;
***HyperMegaBonus: Close off all stairs and add a minecart loading and unloading station at every inhabited z level. All vertical transport of goods should be done via minecarts only. Also, dwarves are not allowed in minecarts. &lt;br /&gt;
****UltraSuperBonus: Build a minecart loading and unloading station at every Z level, even the uninhabited ones you never use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monumental statue==&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.&lt;br /&gt;
**UberTombBonus: Use the statue as a tomb and put their coffins in it.&lt;br /&gt;
*Dwarfbonus: Give the statue magma eyes.&lt;br /&gt;
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Moses effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.&lt;br /&gt;
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.&lt;br /&gt;
&lt;br /&gt;
==Never-ending shower==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!&lt;br /&gt;
&lt;br /&gt;
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use an aquifer to get clean water AND drain dirty water.&lt;br /&gt;
*Bonus: Use levers to control the NES.&lt;br /&gt;
*SuperBonus: Make it work as a trap!&lt;br /&gt;
*SuperDuperBonus: Make it work as a trap AND as a recovery system!&lt;br /&gt;
*ArmokBonus: Make it so that magma can be poured down, too!&lt;br /&gt;
&lt;br /&gt;
==Nuclear Fallout Bunker==&lt;br /&gt;
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly, add a bridge that allows you to seal off the bunker from the rest of the world. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it zombie goblin horde or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.&lt;br /&gt;
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside.&lt;br /&gt;
&lt;br /&gt;
==Obsidian factory==&lt;br /&gt;
{{main|Obsidian farming}}&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.&lt;br /&gt;
&lt;br /&gt;
==Pit o' doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].&lt;br /&gt;
&lt;br /&gt;
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.&lt;br /&gt;
&lt;br /&gt;
==Pixel art stockpiles==&lt;br /&gt;
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set &amp;quot;max bins&amp;quot; to 0 on all the stockpiles so you can actually see the items!&lt;br /&gt;
&lt;br /&gt;
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative&lt;br /&gt;
&lt;br /&gt;
==Pressure washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Quantum Blizzard Cannon==&lt;br /&gt;
&lt;br /&gt;
Do you need to kill something? Is atom-smashing no longer a viable option? Do you wish to bring glory to Armok? Do not fear, the QBC is here! By creating individual stops to fill minecarts with projectiles of your choosing, then loading up to 12 filled minecarts into a final “Launcher” minecart (using a stop designated to fill the &amp;quot;launcher&amp;quot; with minecarts), you can effectively fire as many items as you would like at your foe using a  standard minecart shotgun.  It is also possible to fill this with fluids, to great effect (and risk of crashing the game). This can often have interesting effects because hitting a goblin with 996 bars of lead at extreme speeds is not good for the squishy bits. The cannon gains its name from its creator.   &lt;br /&gt;
&lt;br /&gt;
''' Difficulty:''' excessive, lots of time in menus and loading per shot, but really ((Fun))&lt;br /&gt;
&lt;br /&gt;
''' Usefulness:''' medium to low. The same trick can be used to move large amounts of items via minecart, but ultimately the QBC is excessive for even the HFS.&lt;br /&gt;
&lt;br /&gt;
==Redesign the fortress==&lt;br /&gt;
And when we say &amp;quot;redesign&amp;quot;, we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Varies depending on the size of the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Spike a goblin on every trap!&lt;br /&gt;
* Megabonus: Spike traders who annoy you on the traps!&lt;br /&gt;
&lt;br /&gt;
==Roof of the world==&lt;br /&gt;
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Sectorized world==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self-contained vampire-based factory==&lt;br /&gt;
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many green glass blocks you plan on using.&lt;br /&gt;
&lt;br /&gt;
==Sapient zoo==&lt;br /&gt;
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature&lt;br /&gt;
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
*Bonus: include a berserk dwarf in cage&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy for some, Hard for others&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, really, a place for dwarves to throw a [[party]].&lt;br /&gt;
&lt;br /&gt;
==Self-destruct lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].&lt;br /&gt;
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.&lt;br /&gt;
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.&lt;br /&gt;
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.&lt;br /&gt;
*ExtraFunBonus: do as many of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.&lt;br /&gt;
&lt;br /&gt;
==Shark catcher==&lt;br /&gt;
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).&lt;br /&gt;
&lt;br /&gt;
==Silk farming==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.&lt;br /&gt;
&lt;br /&gt;
==Steamed vegetables==&lt;br /&gt;
Make a pot and drop &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; vegetables in from about three levels up. This makes it so the vegetables do not &amp;lt;s&amp;gt;run&amp;lt;/s&amp;gt; get overcooked. Proceed to bask the vegetables in [[steam]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium. Can be annoying to boil some water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Great way to make friends with the merchants.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Add &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; seasoning.&lt;br /&gt;
*ArmokDoubleBonus: Use [[magma mist]].&lt;br /&gt;
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].&lt;br /&gt;
&lt;br /&gt;
==Swimming pool==&lt;br /&gt;
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Swimming track==&lt;br /&gt;
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
A [[minecart]] ride that trains [[swimming]] safely and automatically.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.&lt;br /&gt;
&lt;br /&gt;
==Tower of Death-Struction==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered, &amp;quot;What would it take to make my [[Siege|friends]] all [[Gravity|fall]] at once into a pit of [[Trap|fun times]] while also not risking failure?&amp;quot; Elementary, my aspiring architect -- [[Fun|THE TOWER OF DEATH-STRUCTION]]!&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a tower with a [[bridge]], to allow for non-lethal access to the fortress. Build the tower roughly 25-30 blocks high, though higher towers tend to result in roughly equivalent amounts of [[Fun]]. The access bridge should be linked to a lever, to close it like a standard gate.&lt;br /&gt;
&lt;br /&gt;
Step 2: Build a thinner tower 20 blocks away, for maximum bridge length. Any number of middle towers can be constructed, though one is recommended.&lt;br /&gt;
&lt;br /&gt;
Step 3: Build another tower, one that can be ascended by [[Goblin|curious friends]]. Fill it with cage traps, to thin out the number of [[Troll|friends]] to take up space on the bridge.&lt;br /&gt;
&lt;br /&gt;
Step 4: Build two bridges on either side of the skybridge, to trap attackers on the skybridge.&lt;br /&gt;
&lt;br /&gt;
Step 5: Hook up the skybridges to one lever, and the trap bridge to another.&lt;br /&gt;
&lt;br /&gt;
Once this is done, just wait for a [[Siege|surprise party]] to be thrown for you. Close the access bridge, forcing the [[Goblin|visitors]] to path onto it. Trap them, and when the time looks right...&lt;br /&gt;
&lt;br /&gt;
'''Pull the lever, Kronk!'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to hard. If all of your dwarves have cave adaptation, the construction might take a lot longer to complete. As well, the cost of floors and traps alone will mean that just acquiring the materials will need its own stupid dwarf trick.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to high, depending on how well you use it. If you forget to open the access gate, you might find your dwarves trapped inside the tower, or even worse, they may run up to the bridge to fight and meet a [[Gravity|bad time]]. Also, the goblin corpses piling up in the spike pit might cause extra [[Miasma|fun]] depending on how regularly you take care of it. If done correctly, this tower might become the most efficient and effective defence against all problems that one could possibly ask for.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build enough middle towers to build a bridge path long enough to trap an entire siege and drop them onto spikes below.&lt;br /&gt;
*SuperBonus: Build the towers above a river.&lt;br /&gt;
*MegaDwarfBonus: Build the towers above a lava pit.&lt;br /&gt;
*SuperMegaDwarfBonus: Build the towers above a ticket straight to [[HFS|the circus]].&lt;br /&gt;
*ArmokBonus: Build the towers out of [[Slade]] (Note: This should be impossible, so if you do it...))&lt;br /&gt;
*SuperMegaUltraHardcoreDwarvenMasterpieceArtifactBonus: Build the fortress at the top of the tower that the goblins have to try to get to.&lt;br /&gt;
&lt;br /&gt;
==Underground forest==&lt;br /&gt;
{{main|Tree farming}}&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground perpetual motion power plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. artificial intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. &lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&lt;br /&gt;
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&lt;br /&gt;
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology&lt;br /&gt;
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''&lt;br /&gt;
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&lt;br /&gt;
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&lt;br /&gt;
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers&lt;br /&gt;
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&lt;br /&gt;
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&lt;br /&gt;
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement&lt;br /&gt;
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&lt;br /&gt;
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves&lt;br /&gt;
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd &amp;quot;feeding chamber&amp;quot; where you assign an unfortunate victim to sleep whenever the vampire gets hungry.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
Also known by several product names:&lt;br /&gt;
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes&lt;br /&gt;
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping&lt;br /&gt;
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]&lt;br /&gt;
&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....&lt;br /&gt;
&lt;br /&gt;
==Water tower==&lt;br /&gt;
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize vampires (who can't drown).&lt;br /&gt;
*MegaDwarfBonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.&lt;br /&gt;
&lt;br /&gt;
==Werewolf clock==&lt;br /&gt;
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Make the werewolf do most of the work himself.&lt;br /&gt;
&lt;br /&gt;
==Zombie thunderdome==&lt;br /&gt;
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.&lt;br /&gt;
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.&lt;br /&gt;
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.&lt;br /&gt;
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].&lt;br /&gt;
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.&lt;br /&gt;
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.&lt;br /&gt;
&lt;br /&gt;
==Zombie shooting gallery==&lt;br /&gt;
&lt;br /&gt;
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.&lt;br /&gt;
&lt;br /&gt;
A viable (if finicky) alternative to a reanimating biome could be a [[necromancer]]. This has the benefit of being more controllable, but comes with the threat of [[intelligent undead]] and their abilities. Most would be relatively harmless or a minor inconvenience, but some are potentially lethal to your dwarves. Whether or not this is a downside depends on how many corpses you have available to restock the gallery.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
[[ru:Stupid dwarf trick]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
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One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=288159</id>
		<title>Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=288159"/>
		<updated>2023-01-26T09:09:14Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Magma access early */ Obsidian casting bonus, actually did it ingame, pretty useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
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One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced players.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode fortress==&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.&lt;br /&gt;
 &lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Alarm clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They'll sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol. This means an alarm clock is not impossible if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. Even less if using sprites. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Altar of Armok==&lt;br /&gt;
&lt;br /&gt;
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass &amp;quot;windows.&amp;quot; It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, raising with the amount (and respective difficulty) of bonuses you add.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Guard the altar with a megabeast.&lt;br /&gt;
*Bonus: Cover the altar with blood of a Titan.&lt;br /&gt;
**MegaBonus: Cover the altar with blood of a denizen of the HFS.&lt;br /&gt;
***ArmokBonus: Build the altar in the HFS.&lt;br /&gt;
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.&lt;br /&gt;
*BerserkBonus: Cover the altar in a nausea-inducing extract.&lt;br /&gt;
*BloodBonus: Also cover the altar in an extract inducing slow death.&lt;br /&gt;
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.&lt;br /&gt;
*SacrificialBonus: Sacrifice a dwarf to the altar every day.&lt;br /&gt;
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.&lt;br /&gt;
**HistorySacrificialBonus: Sacrifice a human to the altar every day&lt;br /&gt;
***MegaArmokBonus: Sacrifice all three species to the altar every day!&lt;br /&gt;
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&amp;lt;br /&amp;gt; Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]]. It is now very rare to find a powerful enough aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.&lt;br /&gt;
&lt;br /&gt;
==Archaeological excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (e.g. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Variable. Carving a premade fort or building controlled access to caverns can potentially be useful for a Reclaim effort, effectively making the first wave dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second wave to repurpose the place.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A museum detailing the lives of those early dwarves.&lt;br /&gt;
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.&lt;br /&gt;
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.&lt;br /&gt;
*FunBonus: Breach the HFS.&lt;br /&gt;
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.&lt;br /&gt;
&lt;br /&gt;
==Artificial waterfall==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==Ballista battery==&lt;br /&gt;
{{main|Ballista}}&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bastion==&lt;br /&gt;
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!&lt;br /&gt;
** StonksBonus: Rig a way for your bastion to transfer supplies to the outside world without exposing themselves to danger, so they can be somewhat useful to the rest of your fort before their inevitable downfall. Doubles as a way to restock the bastion with fresh supplies and/or bodies, or a way to let the apocalypse in a little at a time if your survivors get too comfortable.&lt;br /&gt;
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.&lt;br /&gt;
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.&lt;br /&gt;
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Bathtub==&lt;br /&gt;
Stop dwarves from hauling in tons of exotic, poisonous sludge into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low in most cases. High in some evil areas.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.&lt;br /&gt;
* MegaDwarfBonus: Clean it with magma.&lt;br /&gt;
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.&lt;br /&gt;
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.&lt;br /&gt;
&lt;br /&gt;
==Boat==&lt;br /&gt;
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.&lt;br /&gt;
&lt;br /&gt;
Note: You'll probably want to limit your saves to the colder months.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Have the dwarves live on the boat.&lt;br /&gt;
* MegaDwarfBonus: Make miscreants/nobles walk the plank.&lt;br /&gt;
* *MegaDwarfBonus*: Bury your treasure on shore.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Have a pet [[kea]] for each of your dwarves.&lt;br /&gt;
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.&lt;br /&gt;
&lt;br /&gt;
==Bolt splitting operation==&lt;br /&gt;
One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++[#05F]☻∙+++++++++&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (pitted from the z-level above).&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '&amp;lt;' and '&amp;gt;' to go through different z-levels)&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=0&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]&amp;lt;[%204][%185][#5:1]g[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 01  &lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=1&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]X[%204][%185][#7:1]O[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 02 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=2&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%205][%187]  &lt;br /&gt;
  [%186]X+[#3:1]/[#7:0].[%186]  &lt;br /&gt;
  [%200][%205][%205][%205][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 03 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=3&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187]+  &lt;br /&gt;
  [%186]X[%186].[%186]+  &lt;br /&gt;
  [%200][%205][%202][%205][%188]+  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 04 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=4&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187].  &lt;br /&gt;
  [%186]X[%186].[%186].  &lt;br /&gt;
  [%200][%205][%202][%205][%188].  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 05 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=5&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%187]   &lt;br /&gt;
  [%186]&amp;gt;+[#6:1]@[#7:0][%186]   &lt;br /&gt;
  [%200][%205][%205][%205][%188]   &lt;br /&gt;
 &lt;br /&gt;
    06 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarves from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build a [[repeater]] to open and close the doors automatically.&lt;br /&gt;
&lt;br /&gt;
==Break the dam (release the river!)==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that raises under its victims' feet, flinging enemies away. &lt;br /&gt;
&lt;br /&gt;
Bridges don't fling creatures in any specific direction, apart from &amp;quot;up&amp;quot;. So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
===Cat-a-pult===&lt;br /&gt;
Essentially a Bridge-a-pult with specific ammo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Very easy, given that you have live cats in your fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corpse processing facility==&lt;br /&gt;
WARNING: The system can freely jam on any body parts, besides hands and heads, without killing undead.&lt;br /&gt;
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. &lt;br /&gt;
&lt;br /&gt;
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.&lt;br /&gt;
&lt;br /&gt;
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.&lt;br /&gt;
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Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on &amp;quot;accept from links only&amp;quot; so your dwarves only haul out the bones and not the trash.&lt;br /&gt;
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Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with &amp;quot;door taken by intruder&amp;quot; and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).&lt;br /&gt;
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Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.&lt;br /&gt;
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*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.&lt;br /&gt;
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'''Difficulty:''' Hard&lt;br /&gt;
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'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).&lt;br /&gt;
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NOTE: necromancer siege's corpses now drop clothes and gear.&lt;br /&gt;
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==Crocodile farm==&lt;br /&gt;
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.&lt;br /&gt;
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'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.&lt;br /&gt;
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!&lt;br /&gt;
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.&lt;br /&gt;
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers. &lt;br /&gt;
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.&lt;br /&gt;
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.&lt;br /&gt;
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.&lt;br /&gt;
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
{{main|Dam}}&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
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'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.)&lt;br /&gt;
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'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
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*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==Danger room==&lt;br /&gt;
{{main|Danger room}}&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
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'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
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'''Usefulness''': Low.  While this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself. &lt;br /&gt;
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'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
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*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
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==Day care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers, or get into accidents. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, toys, clothing, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like hauling, crop harvesting and deconstruction, and will not level up their skill in miscellaneous professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)&lt;br /&gt;
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'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.&lt;br /&gt;
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'''Usefulness:''' Varies, depending on the bonuses built. With v50, children are a lot easier to mentally scar for life, making them prone to fell moods and tantrums, so having a safe form of daycare allows them to grow up into adults whose stress levels are usually easier to manage&lt;br /&gt;
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*SchoolBonus: Make the daycare a guild hall, and add a highly skilled dwarf and another adult to the burrow. The two will give demonstrations that the kids will occasionally watch, gaining experience in a profession of your choice&lt;br /&gt;
*OlympicBonus: Build a swimming pool of 4/7 between critical parts of the daycare, so the kids have to go through the water for their everyday tasks, gaining swimming skill and associated stats.&lt;br /&gt;
*ChildSoldierBonus: Make the daycare a barracks, and have your crack squad of dwarves spar and demonstrate there to train up the military skills of your dwarven children&lt;br /&gt;
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==Doberman bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
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'''Difficulty:''' Low to high, depending on the animal you use&lt;br /&gt;
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'''Usefulness:''' Medium to very high, potentially fortress-saving&lt;br /&gt;
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*Bonus: Train the dogs inside as war dogs&lt;br /&gt;
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed&lt;br /&gt;
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. &lt;br /&gt;
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].&lt;br /&gt;
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==Drophole==&lt;br /&gt;
Imagine an execution tower, for rocks and pants.  It's nothing but a very deep 1x1 up-down staircase for express service to the depths.  Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.&lt;br /&gt;
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'''Difficulty:''' Harder than it sounds, there's always snags along the way.  Surprise caverns can cost you miners and tools.  Hitting water can be vexing.  Dumping and reclaiming things can be a chore.  It may serve as an unintended highway for Fun of any liquid or airborne variety&lt;br /&gt;
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'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it.  You can use this to transfer items between burrows.&lt;br /&gt;
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*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.&lt;br /&gt;
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==Drowning chamber==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
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'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. &lt;br /&gt;
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*Bonus: Utilize lava.&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Edit the raws and do both.&lt;br /&gt;
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==Dwarfputer complex==&lt;br /&gt;
{{main|Computing}}&lt;br /&gt;
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
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'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
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'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.&lt;br /&gt;
*Bonus: Use lava.&lt;br /&gt;
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.&lt;br /&gt;
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.&lt;br /&gt;
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==Dwarven apartment complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
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'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to [[Losing|fun]] by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
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*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)&lt;br /&gt;
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==Dwarven courtyards== &lt;br /&gt;
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.&lt;br /&gt;
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'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners&lt;br /&gt;
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'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.&lt;br /&gt;
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*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).&lt;br /&gt;
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the [[Demon|clowns]] while keeping the rest of the burrow safe.)&lt;br /&gt;
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==Dwarven disco ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
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'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
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'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
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*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
*UltraDwarfBonus: Caged &amp;quot;[[Elf|dancers]]&amp;quot;.&lt;br /&gt;
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==Dwarven labor camp (aka Dwalag)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
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*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
*Bonus: Go into the raws and rename the beverage of your choice to &amp;quot;Dwarven Vodka&amp;quot;, and drink to the glory of the Motherland!&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
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Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
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Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
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Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
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Step 4. Unleash the horde: Attack!&lt;br /&gt;
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Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
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*Bonus: Use a ballista.&lt;br /&gt;
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Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
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Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
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Step 8. Freedom!&lt;br /&gt;
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*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
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==Dwarven refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
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'''Difficulty:''' Low to Medium&lt;br /&gt;
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'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.&lt;br /&gt;
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Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door. &lt;br /&gt;
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Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!&lt;br /&gt;
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==Dwarven machine gun==&lt;br /&gt;
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.&lt;br /&gt;
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'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].&lt;br /&gt;
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'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.&lt;br /&gt;
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*Bonus: Automatically reload minecarts with [[magma]].&lt;br /&gt;
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.&lt;br /&gt;
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==Emergency destruct stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
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'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
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'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
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==Execution tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
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'''Difficulty:''' Easy.&lt;br /&gt;
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'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
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*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.&lt;br /&gt;
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==Flak==&lt;br /&gt;
If flying enemies circumventing your walls and causing mayhem inside your fortress is a problem, don't use marksdwarves, just make some flak! Simply cover a series of drawbridges in rocks, and when fliers come by pull the lever. &lt;br /&gt;
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'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this, there's a large chance of it getting stunned and crashing to the ground. &lt;br /&gt;
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*Bonus: Use minecarts and pressure plates to make it fully automatic.&lt;br /&gt;
*SuperBonus: Make it closer to real world flak by using burning lignite bins.&lt;br /&gt;
*EfficiencyBonus: Use goblins as ammo&lt;br /&gt;
*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. &lt;br /&gt;
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. &lt;br /&gt;
*ArmokBonus: Use all of the above to emulate what happens when you drift into American airspace.&lt;br /&gt;
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==Flamethrower bunker==&lt;br /&gt;
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.&lt;br /&gt;
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'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.&lt;br /&gt;
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'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], dragon [[soap]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.&lt;br /&gt;
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.&lt;br /&gt;
&lt;br /&gt;
==Flood the world==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).&lt;br /&gt;
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'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
*MegaArmokBonus: Mod the game and do both.&lt;br /&gt;
&lt;br /&gt;
==Gladiator arena==&lt;br /&gt;
{{main|Live training}}&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. Keep in mind that you can't actually make your dwarves &amp;quot;watch&amp;quot; the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
*Bonus: Losers get incinerated by Magma. &lt;br /&gt;
*DwarfBonus: Winners also get incinerated by Magma.&lt;br /&gt;
*MegaDwarfBonus: Use your arena as a &amp;quot;trial by fire&amp;quot; for migrants.&lt;br /&gt;
&lt;br /&gt;
==Grazer reanimation facility==&lt;br /&gt;
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting &amp;lt;s&amp;gt;killed&amp;lt;/s&amp;gt; caught instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You always get some grazing animals to start with.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you &amp;lt;s&amp;gt;bought&amp;lt;/s&amp;gt; seized from elves.&lt;br /&gt;
** MegaDwarfBonus: Use [[giant elephant]]s.&lt;br /&gt;
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort. &lt;br /&gt;
* MenagerieBonus: Create a zoo using only undead grazers.&lt;br /&gt;
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.&lt;br /&gt;
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.&lt;br /&gt;
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].&lt;br /&gt;
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.&lt;br /&gt;
***** !FreedomBonus!: Release the champion into your fort. &lt;br /&gt;
* HolyGrailBonus: Use white [[bunny|bunnies]].&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
**DwarfBonus: Utilize [[obsidian|volcanic glass]].&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[main:armok|Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Cover it with blood.&lt;br /&gt;
* MegaDwarfBonus: Make it hollow and fill it with Magma&lt;br /&gt;
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.&lt;br /&gt;
&lt;br /&gt;
==Human Fortress==&lt;br /&gt;
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' N/A. (No cave adaptation)&lt;br /&gt;
&lt;br /&gt;
*Bonus: Pave the roads between houses.&lt;br /&gt;
*HumanBonus: Dig a moat around your castle.&lt;br /&gt;
*MegaHumanBonus: Fill the moat with lava.&lt;br /&gt;
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.&lt;br /&gt;
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.&lt;br /&gt;
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.&lt;br /&gt;
*WhereTheBeardedLadiesAtBonus: Enforce as many &amp;lt;s&amp;gt;pointless&amp;lt;/s&amp;gt; quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populace, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
* BabelBonus: Use [[DFHack]]'s &amp;lt;code&amp;gt;infiniteSky&amp;lt;/code&amp;gt; and build to the heavens themselves.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*Bonus: Drop the vessel into a deep cavern&lt;br /&gt;
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.&lt;br /&gt;
*VampireBonus: Send a vampire with the crew!&lt;br /&gt;
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!&lt;br /&gt;
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.&lt;br /&gt;
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!&lt;br /&gt;
**OhMyF****ingArmokBonus: Send supplies every year!&lt;br /&gt;
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) &lt;br /&gt;
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!&lt;br /&gt;
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!&lt;br /&gt;
&lt;br /&gt;
==Single-lever emergency lockdown (LEL)==&lt;br /&gt;
&lt;br /&gt;
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build the same number of bridges (that raise!) as your stairway is tall on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.&lt;br /&gt;
&lt;br /&gt;
3*3 stairwell setup:&lt;br /&gt;
&lt;br /&gt;
{{diagram|1=&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
[#6ff]╥XXX[#6ff]╥&lt;br /&gt;
[#6ff]║XXX[#6ff]║&lt;br /&gt;
[#6ff]╨XXX[#6ff]╨&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).&lt;br /&gt;
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)&lt;br /&gt;
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.&lt;br /&gt;
*MegaArmokEntombmentEXTREME+Bonus: &amp;quot;Forget&amp;quot; to pull the lockdown lever before you pull lever number 2.&lt;br /&gt;
*MegaArmokEntombment&amp;lt;s&amp;gt;'''Bait&amp;amp;Switch'''&amp;lt;/s&amp;gt;Diplomatic+Bonus: Set the highest level up on another switch, with a particularly &amp;lt;s&amp;gt;'''demanding and annoying noble'''&amp;lt;/s&amp;gt; skilled diplomatic representative is waiting at the very bottom to &amp;lt;s&amp;gt;'''lure'''&amp;lt;/s&amp;gt; invite them all down for a nice meal on &amp;lt;s&amp;gt;'''his flesh'''&amp;lt;/s&amp;gt; the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand &amp;lt;s&amp;gt;'''sacrificial defense'''&amp;lt;/s&amp;gt; diplomatic skills to be immortalized in volcanic glass?&lt;br /&gt;
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, as well as only the highest of quality (and value) memorial slabs.&lt;br /&gt;
&lt;br /&gt;
==Magma Lock System==&lt;br /&gt;
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.&lt;br /&gt;
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.&lt;br /&gt;
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Filodorima: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Magma chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma cannon==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma access early==&lt;br /&gt;
ASAP from embark, dig down to the magma.&amp;lt;br&amp;gt;&lt;br /&gt;
Make 2 magma proof pumps,&amp;lt;br&amp;gt;&lt;br /&gt;
make a small (5x5?) room that you can pump magma into and out of and&amp;lt;br&amp;gt;&lt;br /&gt;
make a stockpile for only iron &amp;amp; steel minecarts in the room.&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to make enough minecarts to fill the room.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the room is full of minecarts, seal room and pump it full of magma.&amp;lt;br&amp;gt;&lt;br /&gt;
Then pump the magma out.&amp;lt;br&amp;gt;&lt;br /&gt;
Delete the stockpile.&amp;lt;br&amp;gt;&lt;br /&gt;
Make a new stockpile near your forge/smelt/glass/kiln area.&amp;lt;br&amp;gt;&lt;br /&gt;
Haul minecarts by hand (or magma proof wheelbarrow).&amp;lt;br&amp;gt;&lt;br /&gt;
Use tracks and stops to dump 4 deep magma into shallow pits.&amp;lt;br&amp;gt;&lt;br /&gt;
2 minecart loads per pit. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''Usefulness:''' Very High.  &amp;lt;br&amp;gt;&lt;br /&gt;
*Bonus: !!Magma Economy By Autumn!!&lt;br /&gt;
*ObsidianBonus: Instead of pumping the magma out, drain water from a nearby lake or aquifer cistern onto it to turn it into obsidian. Carve out the minecarts, magma safely still inside, and enjoy the extra obsidian you have. Watch out not to flood the fortress!&lt;br /&gt;
&lt;br /&gt;
==Magma highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Put the coffin at least 20 floors down.&lt;br /&gt;
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma sea colony==&lt;br /&gt;
&lt;br /&gt;
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.&lt;br /&gt;
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Magma&amp;lt;/s&amp;gt; Lava sprinkler==&lt;br /&gt;
Build a twisting &amp;lt;s&amp;gt;magma&amp;lt;/s&amp;gt; lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.&lt;br /&gt;
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.&lt;br /&gt;
&lt;br /&gt;
==Mass cage recycling system==&lt;br /&gt;
{{main|Mass pitting}}&lt;br /&gt;
Build a [[mass pitting]] system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
*ConcentrationCampBonus: Combine with Pit of Doom below.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water drowning trap-thing==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Minecart spiral==&lt;br /&gt;
Build a giant spiral [[Minecart#Impulse ramps|minecart impulse ramp]] all the way from the [[magma sea]] to the surface. You can use it to transport ores to the [[magma smelter|magma smelters]] at the bottom from [[sedimentary layer|sedimentary layers]] near the surface. You can build [[statues]] in it to prevent dwarves from walking in and [[fun|dying]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-High. You will most likely have to use [[macros]]. Additionally, when crossing caverns you will have to [[construct]] minecart ramps which can be tedious.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. It depends on how tall your map is and how much ores you consume.&lt;br /&gt;
&lt;br /&gt;
*TrapBonus: Use [[bridge|drawbridge]] to guide invaders to the spiral, then [[screw pump|pump]] water into it and drown them.&lt;br /&gt;
**BetterTrapBonus: Make it [[magma]] instead. &lt;br /&gt;
*SuperBonus: Make the tower go all the way to the highest [[Z-axis|Z level]].&lt;br /&gt;
**ArmokBonus: Make it go through the magma sea, and [[HFS|further below]].&lt;br /&gt;
*Bonus: At the top, set up a system where dwarves can guide minecarts to different vertical shafts where the will fall to different Z levels, for loading. Then, the minecarts fall further down to the smelters, where the empty minecarts are sent back up for loading.&lt;br /&gt;
**MegaBonus: Divide your dwarves into two separate [[burrows]] connected only by the minecart spiral and the shaft. The higher burrow is in charge of mining, growing food, and operating the minecart system, and the lower burrow is in charge of smelting ores and making crafts.&lt;br /&gt;
***HyperMegaBonus: Close off all stairs and add a minecart loading and unloading station at every inhabited z level. All vertical transport of goods should be done via minecarts only. Also, dwarves are not allowed in minecarts. &lt;br /&gt;
****UltraSuperBonus: Build a minecart loading and unloading station at every Z level, even the uninhabited ones you never use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monumental statue==&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.&lt;br /&gt;
**UberTombBonus: Use the statue as a tomb and put their coffins in it.&lt;br /&gt;
*Dwarfbonus: Give the statue magma eyes.&lt;br /&gt;
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Moses effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.&lt;br /&gt;
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.&lt;br /&gt;
&lt;br /&gt;
==Never-ending shower==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!&lt;br /&gt;
&lt;br /&gt;
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use an aquifer to get clean water AND drain dirty water.&lt;br /&gt;
*Bonus: Use levers to control the NES.&lt;br /&gt;
*SuperBonus: Make it work as a trap!&lt;br /&gt;
*SuperDuperBonus: Make it work as a trap AND as a recovery system!&lt;br /&gt;
*ArmokBonus: Make it so that magma can be poured down, too!&lt;br /&gt;
&lt;br /&gt;
==Nuclear Fallout Bunker==&lt;br /&gt;
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly, add a bridge that allows you to seal off the bunker from the rest of the world. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it zombie goblin horde or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.&lt;br /&gt;
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside.&lt;br /&gt;
&lt;br /&gt;
==Obsidian factory==&lt;br /&gt;
{{main|Obsidian farming}}&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.&lt;br /&gt;
&lt;br /&gt;
==Pit o' doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].&lt;br /&gt;
&lt;br /&gt;
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.&lt;br /&gt;
&lt;br /&gt;
==Pixel art stockpiles==&lt;br /&gt;
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set &amp;quot;max bins&amp;quot; to 0 on all the stockpiles so you can actually see the items!&lt;br /&gt;
&lt;br /&gt;
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative&lt;br /&gt;
&lt;br /&gt;
==Pressure washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Quantum Blizzard Cannon==&lt;br /&gt;
&lt;br /&gt;
Do you need to kill something? Is atom-smashing no longer a viable option? Do you wish to bring glory to Armok? Do not fear, the QBC is here! By creating individual stops to fill minecarts with projectiles of your choosing, then loading up to 12 filled minecarts into a final “Launcher” minecart (using a stop designated to fill the &amp;quot;launcher&amp;quot; with minecarts), you can effectively fire as many items as you would like at your foe using a  standard minecart shotgun.  It is also possible to fill this with fluids, to great effect (and risk of crashing the game). This can often have interesting effects because hitting a goblin with 996 bars of lead at extreme speeds is not good for the squishy bits. The cannon gains its name from its creator.   &lt;br /&gt;
&lt;br /&gt;
''' Difficulty:''' excessive, lots of time in menus and loading per shot, but really ((Fun))&lt;br /&gt;
&lt;br /&gt;
''' Usefulness:''' medium to low. The same trick can be used to move large amounts of items via minecart, but ultimately the QBC is excessive for even the HFS.&lt;br /&gt;
&lt;br /&gt;
==Redesign the fortress==&lt;br /&gt;
And when we say &amp;quot;redesign&amp;quot;, we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Varies depending on the size of the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
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'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Spike a goblin on every trap!&lt;br /&gt;
* Megabonus: Spike traders who annoy you on the traps!&lt;br /&gt;
&lt;br /&gt;
==Roof of the world==&lt;br /&gt;
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Sectorized world==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self-contained vampire-based factory==&lt;br /&gt;
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many green glass blocks you plan on using.&lt;br /&gt;
&lt;br /&gt;
==Sapient zoo==&lt;br /&gt;
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature&lt;br /&gt;
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
*Bonus: include a berserk dwarf in cage&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy for some, Hard for others&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, really, a place for dwarves to throw a [[party]].&lt;br /&gt;
&lt;br /&gt;
==Self-destruct lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].&lt;br /&gt;
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.&lt;br /&gt;
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.&lt;br /&gt;
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.&lt;br /&gt;
*ExtraFunBonus: do as many of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.&lt;br /&gt;
&lt;br /&gt;
==Shark catcher==&lt;br /&gt;
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).&lt;br /&gt;
&lt;br /&gt;
==Silk farming==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.&lt;br /&gt;
&lt;br /&gt;
==Steamed vegetables==&lt;br /&gt;
Make a pot and drop &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; vegetables in from about three levels up. This makes it so the vegetables do not &amp;lt;s&amp;gt;run&amp;lt;/s&amp;gt; get overcooked. Proceed to bask the vegetables in [[steam]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium. Can be annoying to boil some water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Great way to make friends with the merchants.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Add &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; seasoning.&lt;br /&gt;
*ArmokDoubleBonus: Use [[magma mist]].&lt;br /&gt;
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].&lt;br /&gt;
&lt;br /&gt;
==Swimming pool==&lt;br /&gt;
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Swimming track==&lt;br /&gt;
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
A [[minecart]] ride that trains [[swimming]] safely and automatically.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.&lt;br /&gt;
&lt;br /&gt;
==Tower of Death-Struction==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered, &amp;quot;What would it take to make my [[Siege|friends]] all [[Gravity|fall]] at once into a pit of [[Trap|fun times]] while also not risking failure?&amp;quot; Elementary, my aspiring architect -- [[Fun|THE TOWER OF DEATH-STRUCTION]]!&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a tower with a [[bridge]], to allow for non-lethal access to the fortress. Build the tower roughly 25-30 blocks high, though higher towers tend to result in roughly equivalent amounts of [[Fun]]. The access bridge should be linked to a lever, to close it like a standard gate.&lt;br /&gt;
&lt;br /&gt;
Step 2: Build a thinner tower 20 blocks away, for maximum bridge length. Any number of middle towers can be constructed, though one is recommended.&lt;br /&gt;
&lt;br /&gt;
Step 3: Build another tower, one that can be ascended by [[Goblin|curious friends]]. Fill it with cage traps, to thin out the number of [[Troll|friends]] to take up space on the bridge.&lt;br /&gt;
&lt;br /&gt;
Step 4: Build two bridges on either side of the skybridge, to trap attackers on the skybridge.&lt;br /&gt;
&lt;br /&gt;
Step 5: Hook up the skybridges to one lever, and the trap bridge to another.&lt;br /&gt;
&lt;br /&gt;
Once this is done, just wait for a [[Siege|surprise party]] to be thrown for you. Close the access bridge, forcing the [[Goblin|visitors]] to path onto it. Trap them, and when the time looks right...&lt;br /&gt;
&lt;br /&gt;
'''Pull the lever, Kronk!'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to hard. If all of your dwarves have cave adaptation, the construction might take a lot longer to complete. As well, the cost of floors and traps alone will mean that just acquiring the materials will need its own stupid dwarf trick.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to high, depending on how well you use it. If you forget to open the access gate, you might find your dwarves trapped inside the tower, or even worse, they may run up to the bridge to fight and meet a [[Gravity|bad time]]. Also, the goblin corpses piling up in the spike pit might cause extra [[Miasma|fun]] depending on how regularly you take care of it. If done correctly, this tower might become the most efficient and effective defence against all problems that one could possibly ask for.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build enough middle towers to build a bridge path long enough to trap an entire siege and drop them onto spikes below.&lt;br /&gt;
*SuperBonus: Build the towers above a river.&lt;br /&gt;
*MegaDwarfBonus: Build the towers above a lava pit.&lt;br /&gt;
*SuperMegaDwarfBonus: Build the towers above a ticket straight to [[HFS|the circus]].&lt;br /&gt;
*ArmokBonus: Build the towers out of [[Slade]] (Note: This should be impossible, so if you do it...))&lt;br /&gt;
*SuperMegaUltraHardcoreDwarvenMasterpieceArtifactBonus: Build the fortress at the top of the tower that the goblins have to try to get to.&lt;br /&gt;
&lt;br /&gt;
==Underground forest==&lt;br /&gt;
{{main|Tree farming}}&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground perpetual motion power plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. artificial intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. &lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&lt;br /&gt;
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&lt;br /&gt;
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology&lt;br /&gt;
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''&lt;br /&gt;
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&lt;br /&gt;
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&lt;br /&gt;
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers&lt;br /&gt;
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&lt;br /&gt;
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&lt;br /&gt;
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement&lt;br /&gt;
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&lt;br /&gt;
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves&lt;br /&gt;
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd &amp;quot;feeding chamber&amp;quot; where you assign an unfortunate victim to sleep whenever the vampire gets hungry.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
Also known by several product names:&lt;br /&gt;
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes&lt;br /&gt;
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping&lt;br /&gt;
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]&lt;br /&gt;
&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....&lt;br /&gt;
&lt;br /&gt;
==Water tower==&lt;br /&gt;
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize vampires (who can't drown).&lt;br /&gt;
*MegaDwarfBonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.&lt;br /&gt;
&lt;br /&gt;
==Werewolf clock==&lt;br /&gt;
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Make the werewolf do most of the work himself.&lt;br /&gt;
&lt;br /&gt;
==Zombie thunderdome==&lt;br /&gt;
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.&lt;br /&gt;
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.&lt;br /&gt;
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.&lt;br /&gt;
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].&lt;br /&gt;
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.&lt;br /&gt;
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.&lt;br /&gt;
&lt;br /&gt;
==Zombie shooting gallery==&lt;br /&gt;
&lt;br /&gt;
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.&lt;br /&gt;
&lt;br /&gt;
A viable (if finicky) alternative to a reanimating biome could be a [[necromancer]]. This has the benefit of being more controllable, but comes with the threat of [[intelligent undead]] and their abilities. Most would be relatively harmless or a minor inconvenience, but some are potentially lethal to your dwarves. Whether or not this is a downside depends on how many corpses you have available to restock the gallery.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
[[ru:Stupid dwarf trick]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
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One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=288158</id>
		<title>Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=288158"/>
		<updated>2023-01-26T08:46:14Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Day care */ Updated to v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
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ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced players.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode fortress==&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode as of DF v0.43.&lt;br /&gt;
 &lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Alarm clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They'll sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol. This means an alarm clock is not impossible if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. Even less if using sprites. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Altar of Armok==&lt;br /&gt;
&lt;br /&gt;
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass &amp;quot;windows.&amp;quot; It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, raising with the amount (and respective difficulty) of bonuses you add.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Guard the altar with a megabeast.&lt;br /&gt;
*Bonus: Cover the altar with blood of a Titan.&lt;br /&gt;
**MegaBonus: Cover the altar with blood of a denizen of the HFS.&lt;br /&gt;
***ArmokBonus: Build the altar in the HFS.&lt;br /&gt;
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.&lt;br /&gt;
*BerserkBonus: Cover the altar in a nausea-inducing extract.&lt;br /&gt;
*BloodBonus: Also cover the altar in an extract inducing slow death.&lt;br /&gt;
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.&lt;br /&gt;
*SacrificialBonus: Sacrifice a dwarf to the altar every day.&lt;br /&gt;
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.&lt;br /&gt;
**HistorySacrificialBonus: Sacrifice a human to the altar every day&lt;br /&gt;
***MegaArmokBonus: Sacrifice all three species to the altar every day!&lt;br /&gt;
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&amp;lt;br /&amp;gt; Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]]. It is now very rare to find a powerful enough aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.&lt;br /&gt;
&lt;br /&gt;
==Archaeological excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (e.g. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Variable. Carving a premade fort or building controlled access to caverns can potentially be useful for a Reclaim effort, effectively making the first wave dispoable setup so your would-be archologists to dig up and exploit their new home. The more Fun you leave behind, the harder it will be for your second wave to repurpose the place.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A museum detailing the lives of those early dwarves.&lt;br /&gt;
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.&lt;br /&gt;
*EncinoDwarfBonus: Some of those early dwarves frozen in a block of ice.&lt;br /&gt;
*FunBonus: Breach the HFS.&lt;br /&gt;
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.&lt;br /&gt;
&lt;br /&gt;
==Artificial waterfall==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==Ballista battery==&lt;br /&gt;
{{main|Ballista}}&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bastion==&lt;br /&gt;
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!&lt;br /&gt;
** StonksBonus: Rig a way for your bastion to transfer supplies to the outside world without exposing themselves to danger, so they can be somewhat useful to the rest of your fort before their inevitable downfall. Doubles as a way to restock the bastion with fresh supplies and/or bodies, or a way to let the apocalypse in a little at a time if your survivors get too comfortable.&lt;br /&gt;
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.&lt;br /&gt;
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.&lt;br /&gt;
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Bathtub==&lt;br /&gt;
Stop dwarves from hauling in tons of exotic, poisonous sludge into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low in most cases. High in some evil areas.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.&lt;br /&gt;
* MegaDwarfBonus: Clean it with magma.&lt;br /&gt;
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when sanitizing the main one and closes and sanitizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.&lt;br /&gt;
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.&lt;br /&gt;
&lt;br /&gt;
==Boat==&lt;br /&gt;
In intermittently freezing biomes, [[ice]] may be used to create actual floating boats, submarines, or other floating objects/forts; as constructions built on top of ice do not collapse when the ice thaws.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Needs an intermittently freezing biome, construction is limited to frozen periods, and there's a substantial risk of flooding, drowning and being encased in ice.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Forts within boats are protected from invaders while the water is unfrozen, but they're also trapped within the confines of the boat.&lt;br /&gt;
&lt;br /&gt;
Note: You'll probably want to limit your saves to the colder months.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Have the dwarves live on the boat.&lt;br /&gt;
* MegaDwarfBonus: Make miscreants/nobles walk the plank.&lt;br /&gt;
* *MegaDwarfBonus*: Bury your treasure on shore.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Have a pet [[kea]] for each of your dwarves.&lt;br /&gt;
* ☼MegaDwarfBonus☼: Build it on top of an ice tower.&lt;br /&gt;
&lt;br /&gt;
==Bolt splitting operation==&lt;br /&gt;
One curious property of Dwarven physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++[#05F]☻∙+++++++++&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (pitted from the z-level above).&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '&amp;lt;' and '&amp;gt;' to go through different z-levels)&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=0&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]&amp;lt;[%204][%185][#5:1]g[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 01  &lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=1&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]X[%204][%185][#7:1]O[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 02 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=2&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%205][%187]  &lt;br /&gt;
  [%186]X+[#3:1]/[#7:0].[%186]  &lt;br /&gt;
  [%200][%205][%205][%205][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 03 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=3&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187]+  &lt;br /&gt;
  [%186]X[%186].[%186]+  &lt;br /&gt;
  [%200][%205][%202][%205][%188]+  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 04 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=4&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187].  &lt;br /&gt;
  [%186]X[%186].[%186].  &lt;br /&gt;
  [%200][%205][%202][%205][%188].  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 05 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=5&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%187]   &lt;br /&gt;
  [%186]&amp;gt;+[#6:1]@[#7:0][%186]   &lt;br /&gt;
  [%200][%205][%205][%205][%188]   &lt;br /&gt;
 &lt;br /&gt;
    06 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarves from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite metal|easier ways to generate adamantine]], this is perhaps the most dwarfy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build a [[repeater]] to open and close the doors automatically.&lt;br /&gt;
&lt;br /&gt;
==Break the dam (release the river!)==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that raises under its victims' feet, flinging enemies away. &lt;br /&gt;
&lt;br /&gt;
Bridges don't fling creatures in any specific direction, apart from &amp;quot;up&amp;quot;. So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
===Cat-a-pult===&lt;br /&gt;
Essentially a Bridge-a-pult with specific ammo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Very easy, given that you have live cats in your fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Corpse processing facility==&lt;br /&gt;
WARNING: The system can freely jam on any body parts, besides hands and heads, without killing undead.&lt;br /&gt;
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. &lt;br /&gt;
&lt;br /&gt;
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.&lt;br /&gt;
&lt;br /&gt;
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.&lt;br /&gt;
&lt;br /&gt;
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on &amp;quot;accept from links only&amp;quot; so your dwarves only haul out the bones and not the trash.&lt;br /&gt;
&lt;br /&gt;
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with &amp;quot;door taken by intruder&amp;quot; and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).&lt;br /&gt;
&lt;br /&gt;
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).&lt;br /&gt;
&lt;br /&gt;
NOTE: necromancer siege's corpses now drop clothes and gear.&lt;br /&gt;
&lt;br /&gt;
==Crocodile farm==&lt;br /&gt;
They're a thing in real life, and you can make them a thing in-game too! Use cage traps to capture multiple breeding pairs of [[alligator]]s, [[cave crocodile]]s or [[saltwater crocodile]]s, [[Animal trainer|train]] them, then create an area to store them with [[nest box]]es. Breed them so you have more crocodilians to keep laying eggs, rinse and repeat.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, somewhat dependent on RNG - you need to find someplace with available crocs, you want said crocs to actually spawn and you want said crocs to actually get caught in the traps. &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; Will also lead to an explosive and FPS-shattering [[Catsplosion#Crocsplosion|crocsplosion]] sooner or later.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very high, you'll never have to worry about food again simply from cooking the eggs, and that's not counting butchering the crocs when they're adults.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Have alligators, cave crocs and saltwater crocs '''all''' present in the farm.&lt;br /&gt;
*SwampBonus: Have your croc farm submerged in anywhere between 1/7 to 3/7 [[water]]. You gotta keep your crocs healthy and wet! But make sure not to submerge the nest boxes!&lt;br /&gt;
*SavageBonus: Have [[giant alligator]]s or/and [[giant saltwater crocodile]]s as part of your farm.&lt;br /&gt;
*TrainerBonus: Have your dwarves become Expert alligator/cave croc/saltwater croc trainers. &lt;br /&gt;
**SteveIrwinBonus: Have your dwarves become Expert trainers of all croc species.&lt;br /&gt;
*HungryHungryCrocBonus: Build your farm in such a way that [[siege]]s have to go through it to reach your fortress.&lt;br /&gt;
*UltraCrocBonus: Have [[Alligator man|alligator men]] or/and [[Saltwater crocodile man|saltwater crocodile men]] inhabiting your fortress and helping train the croc farm.&lt;br /&gt;
**UltraArmokCrocBonus: Have an entire fortress of croc men handling a croc farm. You're dwarves in spirit.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
{{main|Dam}}&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==Danger room==&lt;br /&gt;
{{main|Danger room}}&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low.  While this used to be a very effecting training method in past versions, the combat changes in 0.43.04 has made them much more deadly, even for militia dwarves. They also wear down your dwarves' armor and shields quickly, making them harmful for your long term survival even if your militia dwarves manage to survive the room itself. &lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*UltraDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers, or get into accidents. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, toys, clothing, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like hauling, crop harvesting and deconstruction, and will not level up their skill in miscellaneous professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies, depending on the bonuses built. With v50, children are a lot easier to mentally scar for life, making them prone to fell moods and tantrums, so having a safe form of daycare allows them to grow up into adults whose stress levels are usually easier to manage&lt;br /&gt;
&lt;br /&gt;
*SchoolBonus: Make the daycare a guild hall, and add a highly skilled dwarf and another adult to the burrow. The two will give demonstrations that the kids will occasionally watch, gaining experience in a profession of your choice&lt;br /&gt;
*OlympicBonus: Build a swimming pool of 4/7 between critical parts of the daycare, so the kids have to go through the water for their everyday tasks, gaining swimming skill and associated stats.&lt;br /&gt;
*ChildSoldierBonus: Make the daycare a barracks, and have your crack squad of dwarves spar and demonstrate there to train up the military skills of your dwarven children&lt;br /&gt;
&lt;br /&gt;
==Doberman bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to high, depending on the animal you use&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to very high, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus: Train the dogs inside as war dogs&lt;br /&gt;
**DwarfBonus: Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed&lt;br /&gt;
***MegaDwarfBonus: Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. &lt;br /&gt;
****UltraMagmaArmokBonus: Use one (or more!) of the following list: [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or [[Hidden Fun Stuff|Clowns of Hidden Funland]].&lt;br /&gt;
&lt;br /&gt;
==Drophole==&lt;br /&gt;
Imagine an execution tower, for rocks and pants.  It's nothing but a very deep 1x1 up-down staircase for express service to the depths.  Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds, there's always snags along the way.  Surprise caverns can cost you miners and tools.  Hitting water can be vexing.  Dumping and reclaiming things can be a chore.  It may serve as an unintended highway for Fun of any liquid or airborne variety&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it.  You can use this to transfer items between burrows.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.&lt;br /&gt;
&lt;br /&gt;
==Drowning chamber==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Edit the raws and do both.&lt;br /&gt;
&lt;br /&gt;
==Dwarfputer complex==&lt;br /&gt;
{{main|Computing}}&lt;br /&gt;
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.&lt;br /&gt;
*Bonus: Use lava.&lt;br /&gt;
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.&lt;br /&gt;
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.&lt;br /&gt;
&lt;br /&gt;
==Dwarven apartment complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to [[Losing|fun]] by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
*MegaOrwellBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)&lt;br /&gt;
&lt;br /&gt;
==Dwarven courtyards== &lt;br /&gt;
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).&lt;br /&gt;
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the [[Demon|clowns]] while keeping the rest of the burrow safe.)&lt;br /&gt;
&lt;br /&gt;
==Dwarven disco ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
*UltraDwarfBonus: Caged &amp;quot;[[Elf|dancers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven labor camp (aka Dwalag)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
*Bonus: Go into the raws and rename the beverage of your choice to &amp;quot;Dwarven Vodka&amp;quot;, and drink to the glory of the Motherland!&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.&lt;br /&gt;
&lt;br /&gt;
Bonus: Also use nether-cap wood to build the walls, floor, ceiling, and door. &lt;br /&gt;
&lt;br /&gt;
Bonus: While we are at it make all your coffins out of it. 'Cryogenically' freeze those corpses!&lt;br /&gt;
&lt;br /&gt;
==Dwarven machine gun==&lt;br /&gt;
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Automatically reload minecarts with [[magma]].&lt;br /&gt;
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.&lt;br /&gt;
&lt;br /&gt;
==Emergency destruct stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.&lt;br /&gt;
&lt;br /&gt;
==Flak==&lt;br /&gt;
If flying enemies circumventing your walls and causing mayhem inside your fortress is a problem, don't use marksdwarves, just make some flak! Simply cover a series of drawbridges in rocks, and when fliers come by pull the lever. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Contrary to the description, marksdwarves are more accurate, versatile, and just better. However, if you manage to hit something with this, there's a large chance of it getting stunned and crashing to the ground. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Use minecarts and pressure plates to make it fully automatic.&lt;br /&gt;
*SuperBonus: Make it closer to real world flak by using burning lignite bins.&lt;br /&gt;
*EfficiencyBonus: Use goblins as ammo&lt;br /&gt;
*AlternateBonus: Instead of drawbridges and stone, use jets of water to stun flyers, and then release the dogs. Alternatively, burn them in midair with lava. &lt;br /&gt;
*FunBonus: Use the above method with lava, except use the lava as a propellent to throw the circus at the local crow population. &lt;br /&gt;
*ArmokBonus: Use all of the above to emulate what happens when you drift into American airspace.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower bunker==&lt;br /&gt;
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; ensuring the bridge center tile isn't near the fire, or building the bridges (and mechanisms) from [[ash]], dragon [[soap]], [[divine metal|divine]]{{version|0.43.03}} [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot, if line-of-sight access is available.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.&lt;br /&gt;
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.&lt;br /&gt;
&lt;br /&gt;
==Flood the world==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
*MegaArmokBonus: Mod the game and do both.&lt;br /&gt;
&lt;br /&gt;
==Gladiator arena==&lt;br /&gt;
{{main|Live training}}&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor. One lever will open both the cage and a hatch above the ramp. Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages. Keep in mind that you can't actually make your dwarves &amp;quot;watch&amp;quot; the battles like an actual gladiator arena, as civilians will flee in fear at the sight of non-restrained hostile creatures, even if they're in a pit and not actively attacking them.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive. (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution. Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
*Bonus: Losers get incinerated by Magma. &lt;br /&gt;
*DwarfBonus: Winners also get incinerated by Magma.&lt;br /&gt;
*MegaDwarfBonus: Use your arena as a &amp;quot;trial by fire&amp;quot; for migrants.&lt;br /&gt;
&lt;br /&gt;
==Grazer reanimation facility==&lt;br /&gt;
Just as stables, but without grass, and on a reanimating biome. Pasture every grazer in a separate box, and build [[cage trap]]s to recapture the animal after it joins [[undead|the Dark Side]]. Make sure to forbid the area after you finish setting things up, because you don't want your dwarves getting &amp;lt;s&amp;gt;killed&amp;lt;/s&amp;gt; caught instead.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You always get some grazing animals to start with.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You get a decent supply of zombies to use in your [[trap design|cunning traps]]. Depending on your style of play, this may prove to be worth the effort.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Use war [[elephant]]s, or any other giant [[:Category:DF2014:Grazer|grazing animal]] you &amp;lt;s&amp;gt;bought&amp;lt;/s&amp;gt; seized from elves.&lt;br /&gt;
** MegaDwarfBonus: Use [[giant elephant]]s.&lt;br /&gt;
*** BoatMurderedBonus: Release them all simultaneously to challenge your militia/play out a [[fun|!fun!]] scenario for your fort. &lt;br /&gt;
* MenagerieBonus: Create a zoo using only undead grazers.&lt;br /&gt;
** DwarvenMenagerieBonus: Combine this with the [[DF2014:Stupid_dwarf_trick#Zombie_thunderdome|Zombie Thunderdome]] and have a rotation of undead cows fighting in the arena only to be re-caged when they try to leave.&lt;br /&gt;
*** ChampionBonus: Give each grazer rooming in the zoo according to their kills, with the champion having the most luxurious room.&lt;br /&gt;
**** AltarBonus: Turn the champion's room into an [[DF2014:Stupid_dwarf_trick#Altar_of_Armok|Altar of Armok]].&lt;br /&gt;
**** FreedomBonus: Let the champion and higher-ranking zombies roam freely in their rooms, having to be re-captured for each battle.&lt;br /&gt;
***** !FreedomBonus!: Release the champion into your fort. &lt;br /&gt;
* HolyGrailBonus: Use white [[bunny|bunnies]].&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
**DwarfBonus: Utilize [[obsidian|volcanic glass]].&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[main:armok|Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Cover it with blood.&lt;br /&gt;
* MegaDwarfBonus: Make it hollow and fill it with Magma&lt;br /&gt;
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.&lt;br /&gt;
&lt;br /&gt;
==Human Fortress==&lt;br /&gt;
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksdwarfs handy!&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' N/A. (No cave adaptation)&lt;br /&gt;
&lt;br /&gt;
*Bonus: Pave the roads between houses.&lt;br /&gt;
*HumanBonus: Dig a moat around your castle.&lt;br /&gt;
*MegaHumanBonus: Fill the moat with lava.&lt;br /&gt;
*MegaHumanBonusPlus: Designate multiple dumping spots into the lava moat.&lt;br /&gt;
*SurfaceDwellerBonus: Get the stone for your constructions entirely from open-pit quarries, i.e. by c[h]annelling instead of [d]igging.&lt;br /&gt;
*MegaSurfaceDwellerBonus: Never use picks at all, all stone and metal must come from caravans or embark.&lt;br /&gt;
*WhereTheBeardedLadiesAtBonus: Enforce as many &amp;lt;s&amp;gt;pointless&amp;lt;/s&amp;gt; quaint human quirks as feasible, for instance: nominating officials per wealth/popularity/relationships instead of merit and suitedness, coddling Nobles, burrowing farmers, miners, brewers, craftsdwarves and other backbones of society into the most tattered ridings, enforcing a specific religion upon the populace, and so forth.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
* BabelBonus: Use [[DFHack]]'s &amp;lt;code&amp;gt;infiniteSky&amp;lt;/code&amp;gt; and build to the heavens themselves.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*Bonus: Drop the vessel into a deep cavern&lt;br /&gt;
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.&lt;br /&gt;
*VampireBonus: Send a vampire with the crew!&lt;br /&gt;
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!&lt;br /&gt;
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.&lt;br /&gt;
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!&lt;br /&gt;
**OhMyF****ingArmokBonus: Send supplies every year!&lt;br /&gt;
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) &lt;br /&gt;
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!&lt;br /&gt;
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!&lt;br /&gt;
&lt;br /&gt;
==Single-lever emergency lockdown (LEL)==&lt;br /&gt;
&lt;br /&gt;
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build the same number of bridges (that raise!) as your stairway is tall on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.&lt;br /&gt;
&lt;br /&gt;
3*3 stairwell setup:&lt;br /&gt;
&lt;br /&gt;
{{diagram|1=&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
[#6ff]╥XXX[#6ff]╥&lt;br /&gt;
[#6ff]║XXX[#6ff]║&lt;br /&gt;
[#6ff]╨XXX[#6ff]╨&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).&lt;br /&gt;
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)&lt;br /&gt;
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.&lt;br /&gt;
*MegaArmokEntombmentEXTREME+Bonus: &amp;quot;Forget&amp;quot; to pull the lockdown lever before you pull lever number 2.&lt;br /&gt;
*MegaArmokEntombment&amp;lt;s&amp;gt;'''Bait&amp;amp;Switch'''&amp;lt;/s&amp;gt;Diplomatic+Bonus: Set the highest level up on another switch, with a particularly &amp;lt;s&amp;gt;'''demanding and annoying noble'''&amp;lt;/s&amp;gt; skilled diplomatic representative is waiting at the very bottom to &amp;lt;s&amp;gt;'''lure'''&amp;lt;/s&amp;gt; invite them all down for a nice meal on &amp;lt;s&amp;gt;'''his flesh'''&amp;lt;/s&amp;gt; the stockpile of food and booze that's keep him ever so happy. Then you can wait for the entire army to flow into the stairwell before flipping the switches. Don't forget to carve a statue out of the block of the noble! What noble doesn't want their grand &amp;lt;s&amp;gt;'''sacrificial defense'''&amp;lt;/s&amp;gt; diplomatic skills to be immortalized in volcanic glass?&lt;br /&gt;
**UltraArmokBonus: Defeat all your invasions this way, and build a temple to Armok full of the once noble, now obsidian statues, as well as only the highest of quality (and value) memorial slabs.&lt;br /&gt;
&lt;br /&gt;
==Magma Lock System==&lt;br /&gt;
This system is a little more complicated than the LEL system described above, and requires that you space out all of your floors so that there's a 'plumbing floor' between each level. From there you set up tons and tons of magma proof floodgates and hatches. Each 'area' you wish to be self-contained from one another needs at least a 3x2 hallway separating it from the other areas. 4 of these will contain flood gates, and the other two must remain bare. Above one of the two bare points you need to have a hollowed out space, and connecting into it from one side you need to have a hatch leading to your water plumbing system, to the other, a hatch to your lava plumbing system. You need two levers for controlling this, one lever is connected to all of the lower floodgates, the other to the upper floodgates. Pull the first hatch to lock in the flood gates just in case, the second to the upper flood gates to begin pouring in water and magma and have them make obsidian filling the entire hallway, sterilizing it of literally anything that could have contaminated it. You do this instead of hatches so they'll drop in properly and mix with no risk of only one side or the other of the hallway turning to obsidian and resulting in a dangerous leak. Throw the first switch again to open up the floodgates and begin mining to access the old chambers again. Whatever was invading your fortress, whether plague, necromancer, clowns, or forgotten beast, will be safely locked away, and unable to break back out whether or not it possesses building destroyer or not. Then you just have to wait for your miners to dig their way out. You can simply avoid the chambers that still have FUN inside, and any the purity of magma and obsidian will have utterly obliterated any traces of contaminants between containment zones.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium to High. While not dealing with anything overtly hostile, this process more or less demands that you plan your fortress from the start for this specific system and deal with lots and lots of moving parts, mechanisms, and similar, plus the power necessary to pump magma and water into this network in a timely manner.. If you screw up part of it then it's very easy to end up with your entire fortress flooded with water or magma. Build it on small and give it a test run then expand it once you've gotten the process working for a single chamber, such as the chamber leading to your cavern layer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High. Depending on how you prepare things (See the bonuses below) the necessary set up for all of this will result in a network of magma and water pipes in every single level of your fortress, powering forges, wells, baths, showers, and defenses of all sorts. Then when things are at their worst, throw a switch and barring one or two (or many depending on how many dwarves are transitioning between containment areas) horribly swift deaths, your entire fortress is safe from any possible threats. You can also prepare chambers ahead of time for other activities and use this to trap enemies in them for later usage.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Put a stockpile of food, drink, and pickaxes in each containment area.&lt;br /&gt;
*MegaDwarfBonus: Put a lever in every zone connected just to their own, so your dwarves can heroically seal off an entire section by themselves if necessary.&lt;br /&gt;
*UltraDwarfBonus: Extend the hallways, and make the water half of them use grates and constant water falls to give good thoughts while traversing between zones. Change up your levers to shut off the water for when digging begins again.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Filodorima: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Magma chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma cannon==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma access early==&lt;br /&gt;
ASAP from embark, dig down to the magma.&amp;lt;br&amp;gt;&lt;br /&gt;
Make 2 magma proof pumps,&amp;lt;br&amp;gt;&lt;br /&gt;
make a small (5x5?) room that you can pump magma into and out of and&amp;lt;br&amp;gt;&lt;br /&gt;
make a stockpile for only iron &amp;amp; steel minecarts in the room.&amp;lt;br&amp;gt;&lt;br /&gt;
Be sure to make enough minecarts to fill the room.&amp;lt;br&amp;gt;&lt;br /&gt;
Once the room is full of minecarts, seal room and pump it full of magma.&amp;lt;br&amp;gt;&lt;br /&gt;
Then pump the magma out.&amp;lt;br&amp;gt;&lt;br /&gt;
Delete the stockpile.&amp;lt;br&amp;gt;&lt;br /&gt;
Make a new stockpile near your forge/smelt/glass/kiln area.&amp;lt;br&amp;gt;&lt;br /&gt;
Haul minecarts by hand (or magma proof wheelbarrow).&amp;lt;br&amp;gt;&lt;br /&gt;
Use tracks and stops to dump 4 deep magma into shallow pits.&amp;lt;br&amp;gt;&lt;br /&gt;
2 minecart loads per pit. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.  &amp;lt;br&amp;gt;&lt;br /&gt;
'''Usefulness:''' Very High.  &amp;lt;br&amp;gt;&lt;br /&gt;
*Bonus: !!Magma Economy By Autumn!!&lt;br /&gt;
&lt;br /&gt;
==Magma highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Put the coffin at least 20 floors down.&lt;br /&gt;
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma sea colony==&lt;br /&gt;
&lt;br /&gt;
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.&lt;br /&gt;
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Magma&amp;lt;/s&amp;gt; Lava sprinkler==&lt;br /&gt;
Build a twisting &amp;lt;s&amp;gt;magma&amp;lt;/s&amp;gt; lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.&lt;br /&gt;
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.&lt;br /&gt;
&lt;br /&gt;
==Mass cage recycling system==&lt;br /&gt;
{{main|Mass pitting}}&lt;br /&gt;
Build a [[mass pitting]] system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
*ConcentrationCampBonus: Combine with Pit of Doom below.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water drowning trap-thing==&lt;br /&gt;
{{main|Drowning chamber}}&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Minecart spiral==&lt;br /&gt;
Build a giant spiral [[Minecart#Impulse ramps|minecart impulse ramp]] all the way from the [[magma sea]] to the surface. You can use it to transport ores to the [[magma smelter|magma smelters]] at the bottom from [[sedimentary layer|sedimentary layers]] near the surface. You can build [[statues]] in it to prevent dwarves from walking in and [[fun|dying]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-High. You will most likely have to use [[macros]]. Additionally, when crossing caverns you will have to [[construct]] minecart ramps which can be tedious.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. It depends on how tall your map is and how much ores you consume.&lt;br /&gt;
&lt;br /&gt;
*TrapBonus: Use [[bridge|drawbridge]] to guide invaders to the spiral, then [[screw pump|pump]] water into it and drown them.&lt;br /&gt;
**BetterTrapBonus: Make it [[magma]] instead. &lt;br /&gt;
*SuperBonus: Make the tower go all the way to the highest [[Z-axis|Z level]].&lt;br /&gt;
**ArmokBonus: Make it go through the magma sea, and [[HFS|further below]].&lt;br /&gt;
*Bonus: At the top, set up a system where dwarves can guide minecarts to different vertical shafts where the will fall to different Z levels, for loading. Then, the minecarts fall further down to the smelters, where the empty minecarts are sent back up for loading.&lt;br /&gt;
**MegaBonus: Divide your dwarves into two separate [[burrows]] connected only by the minecart spiral and the shaft. The higher burrow is in charge of mining, growing food, and operating the minecart system, and the lower burrow is in charge of smelting ores and making crafts.&lt;br /&gt;
***HyperMegaBonus: Close off all stairs and add a minecart loading and unloading station at every inhabited z level. All vertical transport of goods should be done via minecarts only. Also, dwarves are not allowed in minecarts. &lt;br /&gt;
****UltraSuperBonus: Build a minecart loading and unloading station at every Z level, even the uninhabited ones you never use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monumental statue==&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.&lt;br /&gt;
**UberTombBonus: Use the statue as a tomb and put their coffins in it.&lt;br /&gt;
*Dwarfbonus: Give the statue magma eyes.&lt;br /&gt;
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Moses effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use the Moses effect to make doors from water, which are opened/closed using a lever.&lt;br /&gt;
*TechBonus: Automatize the doors so that they open (only!) when a dwarf is near.&lt;br /&gt;
&lt;br /&gt;
==Never-ending shower==&lt;br /&gt;
{{main|Waterfall}}&lt;br /&gt;
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!&lt;br /&gt;
&lt;br /&gt;
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use an aquifer to get clean water AND drain dirty water.&lt;br /&gt;
*Bonus: Use levers to control the NES.&lt;br /&gt;
*SuperBonus: Make it work as a trap!&lt;br /&gt;
*SuperDuperBonus: Make it work as a trap AND as a recovery system!&lt;br /&gt;
*ArmokBonus: Make it so that magma can be poured down, too!&lt;br /&gt;
&lt;br /&gt;
==Nuclear Fallout Bunker==&lt;br /&gt;
Build a mini fortress with everything your dwarves could need deep underground. Stock it with enough food, drinks, and materials to last your small band of survivors for years or alternatively make it self-sufficient with its own food production. Lastly, add a bridge that allows you to seal off the bunker from the rest of the world. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy-Medium depending on the relative luxury of the bunker and how many dwarves you intend to shelter from the apocalypse.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your fort is threatened by some particularly nasty disaster (be it zombie goblin horde or Bronze Colossus) simply rush your best and brightest dwarves down to the Nuclear Fallout Bunker and raise the bridge, sealing it off from the rest of the world.&lt;br /&gt;
*MutallyAssuredDestructionBonus: Have a self-destruct lever in the bunker that is pulled once everyone is safely inside.&lt;br /&gt;
&lt;br /&gt;
==Obsidian factory==&lt;br /&gt;
{{main|Obsidian farming}}&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.&lt;br /&gt;
&lt;br /&gt;
==Pit o' doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].&lt;br /&gt;
&lt;br /&gt;
* Bonus: Link the spikes to a lever so you can proceed to make swiss cheese of whatever didn't die from the fall.&lt;br /&gt;
&lt;br /&gt;
==Pixel art stockpiles==&lt;br /&gt;
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set &amp;quot;max bins&amp;quot; to 0 on all the stockpiles so you can actually see the items!&lt;br /&gt;
&lt;br /&gt;
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative&lt;br /&gt;
&lt;br /&gt;
==Pressure washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Quantum Blizzard Cannon==&lt;br /&gt;
&lt;br /&gt;
Do you need to kill something? Is atom-smashing no longer a viable option? Do you wish to bring glory to Armok? Do not fear, the QBC is here! By creating individual stops to fill minecarts with projectiles of your choosing, then loading up to 12 filled minecarts into a final “Launcher” minecart (using a stop designated to fill the &amp;quot;launcher&amp;quot; with minecarts), you can effectively fire as many items as you would like at your foe using a  standard minecart shotgun.  It is also possible to fill this with fluids, to great effect (and risk of crashing the game). This can often have interesting effects because hitting a goblin with 996 bars of lead at extreme speeds is not good for the squishy bits. The cannon gains its name from its creator.   &lt;br /&gt;
&lt;br /&gt;
''' Difficulty:''' excessive, lots of time in menus and loading per shot, but really ((Fun))&lt;br /&gt;
&lt;br /&gt;
''' Usefulness:''' medium to low. The same trick can be used to move large amounts of items via minecart, but ultimately the QBC is excessive for even the HFS.&lt;br /&gt;
&lt;br /&gt;
==Redesign the fortress==&lt;br /&gt;
And when we say &amp;quot;redesign&amp;quot;, we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Varies depending on the size of the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies depending on how you carry it out, a.k.a. the efficiency of the new organization.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Spike a goblin on every trap!&lt;br /&gt;
* Megabonus: Spike traders who annoy you on the traps!&lt;br /&gt;
&lt;br /&gt;
==Roof of the world==&lt;br /&gt;
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Sectorized world==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self-contained vampire-based factory==&lt;br /&gt;
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many green glass blocks you plan on using.&lt;br /&gt;
&lt;br /&gt;
==Sapient zoo==&lt;br /&gt;
Start by creating a [[zoo]] containing at least one of every [INTELLIGENT] and [CAN_SPEAK] creature&lt;br /&gt;
including [[humans]], [[elves]], [[goblin]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
*Bonus: include a berserk dwarf in cage&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy for some, Hard for others&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, really, a place for dwarves to throw a [[party]].&lt;br /&gt;
&lt;br /&gt;
==Self-destruct lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].&lt;br /&gt;
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.&lt;br /&gt;
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.&lt;br /&gt;
* FunBonus: use the lever to drop the fortress off a pillar while simultaneously opening the [[hidden fun stuff]], preferably in a whole lot of places.&lt;br /&gt;
*ExtraFunBonus: do as many of these bonuses as you please (as long as they still function together) AND unleash a whole lot of dwarves throwing tantrums near the lever when you wish to set the fun things off.&lt;br /&gt;
&lt;br /&gt;
==Shark catcher==&lt;br /&gt;
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).&lt;br /&gt;
&lt;br /&gt;
==Silk farming==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.&lt;br /&gt;
&lt;br /&gt;
==Steamed vegetables==&lt;br /&gt;
Make a pot and drop &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; vegetables in from about three levels up. This makes it so the vegetables do not &amp;lt;s&amp;gt;run&amp;lt;/s&amp;gt; get overcooked. Proceed to bask the vegetables in [[steam]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium. Can be annoying to boil some water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Great way to make friends with the merchants.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Add &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; seasoning.&lt;br /&gt;
*ArmokDoubleBonus: Use [[magma mist]].&lt;br /&gt;
*DwarfBonus: feed any vegetables you did not steam to your dear friends, the [[Demon|clowns]].&lt;br /&gt;
&lt;br /&gt;
==Swimming pool==&lt;br /&gt;
{{main|Swimming#Learning/Teaching swimming|l1=Swimming § Learning/Teaching swimming}}&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
&lt;br /&gt;
==Swimming track==&lt;br /&gt;
{{main|Swimming#Minecart_training|l1=Swimming § Minecart_training}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
A [[minecart]] ride that trains [[swimming]] safely and automatically.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.&lt;br /&gt;
&lt;br /&gt;
==Tower of Death-Struction==&lt;br /&gt;
&lt;br /&gt;
Have you ever wondered, &amp;quot;What would it take to make my [[Siege|friends]] all [[Gravity|fall]] at once into a pit of [[Trap|fun times]] while also not risking failure?&amp;quot; Elementary, my aspiring architect -- [[Fun|THE TOWER OF DEATH-STRUCTION]]!&lt;br /&gt;
&lt;br /&gt;
Step 1: Build a tower with a [[bridge]], to allow for non-lethal access to the fortress. Build the tower roughly 25-30 blocks high, though higher towers tend to result in roughly equivalent amounts of [[Fun]]. The access bridge should be linked to a lever, to close it like a standard gate.&lt;br /&gt;
&lt;br /&gt;
Step 2: Build a thinner tower 20 blocks away, for maximum bridge length. Any number of middle towers can be constructed, though one is recommended.&lt;br /&gt;
&lt;br /&gt;
Step 3: Build another tower, one that can be ascended by [[Goblin|curious friends]]. Fill it with cage traps, to thin out the number of [[Troll|friends]] to take up space on the bridge.&lt;br /&gt;
&lt;br /&gt;
Step 4: Build two bridges on either side of the skybridge, to trap attackers on the skybridge.&lt;br /&gt;
&lt;br /&gt;
Step 5: Hook up the skybridges to one lever, and the trap bridge to another.&lt;br /&gt;
&lt;br /&gt;
Once this is done, just wait for a [[Siege|surprise party]] to be thrown for you. Close the access bridge, forcing the [[Goblin|visitors]] to path onto it. Trap them, and when the time looks right...&lt;br /&gt;
&lt;br /&gt;
'''Pull the lever, Kronk!'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to hard. If all of your dwarves have cave adaptation, the construction might take a lot longer to complete. As well, the cost of floors and traps alone will mean that just acquiring the materials will need its own stupid dwarf trick.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to high, depending on how well you use it. If you forget to open the access gate, you might find your dwarves trapped inside the tower, or even worse, they may run up to the bridge to fight and meet a [[Gravity|bad time]]. Also, the goblin corpses piling up in the spike pit might cause extra [[Miasma|fun]] depending on how regularly you take care of it. If done correctly, this tower might become the most efficient and effective defence against all problems that one could possibly ask for.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build enough middle towers to build a bridge path long enough to trap an entire siege and drop them onto spikes below.&lt;br /&gt;
*SuperBonus: Build the towers above a river.&lt;br /&gt;
*MegaDwarfBonus: Build the towers above a lava pit.&lt;br /&gt;
*SuperMegaDwarfBonus: Build the towers above a ticket straight to [[HFS|the circus]].&lt;br /&gt;
*ArmokBonus: Build the towers out of [[Slade]] (Note: This should be impossible, so if you do it...))&lt;br /&gt;
*SuperMegaUltraHardcoreDwarvenMasterpieceArtifactBonus: Build the fortress at the top of the tower that the goblins have to try to get to.&lt;br /&gt;
&lt;br /&gt;
==Underground forest==&lt;br /&gt;
{{main|Tree farming}}&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground perpetual motion power plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors then fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. artificial intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. &lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&lt;br /&gt;
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&lt;br /&gt;
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology&lt;br /&gt;
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''&lt;br /&gt;
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&lt;br /&gt;
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&lt;br /&gt;
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers&lt;br /&gt;
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&lt;br /&gt;
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&lt;br /&gt;
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement&lt;br /&gt;
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&lt;br /&gt;
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves&lt;br /&gt;
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd &amp;quot;feeding chamber&amp;quot; where you assign an unfortunate victim to sleep whenever the vampire gets hungry.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
Also known by several product names:&lt;br /&gt;
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes&lt;br /&gt;
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping&lt;br /&gt;
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]&lt;br /&gt;
&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in, or it will become very [[fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make an ACTUAL Vomitorium for this - Build a [[meeting hall]] with a [[grate]]d floor. Let [[cave adaptation]] set in, then open the place up for the most extravagant and lavish of parties every 3~4 years! Those will be some Armok grade hangovers though....&lt;br /&gt;
&lt;br /&gt;
==Water tower==&lt;br /&gt;
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize vampires (who can't drown).&lt;br /&gt;
*MegaDwarfBonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.&lt;br /&gt;
&lt;br /&gt;
==Werewolf clock==&lt;br /&gt;
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Make the werewolf do most of the work himself.&lt;br /&gt;
&lt;br /&gt;
==Zombie thunderdome==&lt;br /&gt;
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.&lt;br /&gt;
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.&lt;br /&gt;
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.&lt;br /&gt;
*CavernFunBonus: Channel the bottom into a cavern and let your zombies hunt [[forgotten beast|the wonderful creatures there]].&lt;br /&gt;
**BonusFunBonus: Let them hunt [[Demon|Clowns]] as well.&lt;br /&gt;
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.&lt;br /&gt;
&lt;br /&gt;
==Zombie shooting gallery==&lt;br /&gt;
&lt;br /&gt;
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.&lt;br /&gt;
&lt;br /&gt;
A viable (if finicky) alternative to a reanimating biome could be a [[necromancer]]. This has the benefit of being more controllable, but comes with the threat of [[intelligent undead]] and their abilities. Most would be relatively harmless or a minor inconvenience, but some are potentially lethal to your dwarves. Whether or not this is a downside depends on how many corpses you have available to restock the gallery.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
[[ru:Stupid dwarf trick]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288154</id>
		<title>Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cross-training&amp;diff=288154"/>
		<updated>2023-01-26T08:24:44Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Clear Cutting */ agitation mechanic&lt;/p&gt;
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{{Quality|Unrated}}&lt;br /&gt;
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'''Cross-training''' is the process of training your civilian dwarves in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarves. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway-decent chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a [[troll]] and gets all their limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a typical reserves program.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting besieged regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Make sure you're familiar with the [[military interface]], [[squads]] and [[scheduling]] before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in military skills - or at least, most of them. The easiest way to do this is to assign every new [[migrant]] or recently grown up child to dedicated training [[squad]]s, and assign that squad a barracks. Then, schedule these squads to train and set the squad to &amp;quot;Active/Training&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
National self-defense training is by far the most efficient way to increase attributes related to military skills. This includes strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower - all of these will see dramatic increases and reach the individual maximum when training lasts long enough. To increase the rate at which dwarves gain skills, place one experienced trainer / soldier in each squad, which will make demonstrations much more valuable. &lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the [[Lever|control room]] - anything),  every dwarf has a better chance at not-dying - which can only be a good thing. You may want to remove the barracks assignment from a reserve squad after you're done training them, or they'll tend to spend all their time on &amp;quot;Individual Combat Drill&amp;quot; rather than performing their civilian jobs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy, cheap, and no maintenance once set up&lt;br /&gt;
*No need for other cross-training for any attribute affected by national self-defense training&lt;br /&gt;
*Trainees gain useful military skills&lt;br /&gt;
*Trainees will be faster, stronger and tougher both in daily life and in emergencies&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Legendary fighting skills may make tantrums more fun&lt;br /&gt;
*Trainees don't work during training&lt;br /&gt;
*Trainees don't socialise during training (you may see this as an advantage, though)&lt;br /&gt;
*Trainees will choose training over performing civilian duties&lt;br /&gt;
'''Attributes trained:'''&lt;br /&gt;
&lt;br /&gt;
Rapid increases in strength, agility, toughness, endurance, focus, intuition, kinesthetic sense, spatial sense and willpower.&lt;br /&gt;
&lt;br /&gt;
====Gym ([[pump operator]])====&lt;br /&gt;
The main purpose of the Gym is keeping underemployed peasants from partying all the time. It merely consists of building a bunch of [[screw pump]]s connected to nothing in a room that's close to [[food]], [[bed]]s, and [[drink]].  After the pumps are built, order them to be pumped manually, then turn on [[Pump operator|pump operating]] for those dwarves that tend to be idle much of the time. Pump operating is a decent way to train endurance, benefits to other attributes are minimal.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy and cheap to set up;&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Fps-friendly: air-pumpers consume, produce and move nothing.&lt;br /&gt;
*Somewhat fast training; legendary in under a year (if other responsibilities like hauling are minimized).&lt;br /&gt;
*Very convenient; gyms can be placed anywhere in your fortress with no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
*Marksdwarf squads may benefit from attribute development, since a well-managed squad of them will usually not spar. Pump operation doesn't consume bolts, either.&lt;br /&gt;
*If desired, you can arrange your pumps so they power one or more indoor [[waterfall]]s or other water-powered devices.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates nothing useful other than the increased attributes of the trainee.&lt;br /&gt;
*Increases attributes at a much slower rate than military training (and fewer attributes to boot).&lt;br /&gt;
*If you have any pumps around that critically NEED to remain in operation it can be a serious pain to keep the critical pumps operating (sadly, pumps cannot be [[Manager#Setting_workshop_profiles|profiled]]).&lt;br /&gt;
*It may not work at all anymore as of v50 - there have been reports of dwarves losing levels in at least one the trained attributes while pumping despite rapidly gaining legendary skill in pump operation.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Boiler-room ([[furnace operator]])====&lt;br /&gt;
:''See also: [[Melt]]''&lt;br /&gt;
Boiler-room training can be performed by forging and melting items that do not incur a loss of metal in the process. This method is more of a direct training scheme for the various [[smith]]ing labors, furnace operator skill and attribute training are a side benefit.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to set up.&lt;br /&gt;
*Requires little continuous oversight on your part.&lt;br /&gt;
*Somewhat fast training; dwarves reach legendary in two years.&lt;br /&gt;
*Depending on item, can duplicate non-[[adamantine|spoiler]] metals.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires access to [[magma]], or vast quantities of fuel&lt;br /&gt;
*May interfere with legitimate melting jobs (use of linked [[stockpile]]s, [[burrow]]s, and [[profile]]s can mitigate this).&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Swimming Pool ====&lt;br /&gt;
Adding a swimming pool allows your dwarves to rapidly boost their swimmer skill; unfortunately they will not do so voluntarily. A simple pit with 4/7 - 6/7 of water and a means of &amp;quot;encouraging&amp;quot; your dwarves to dive in are sufficient. Placing your swimming pool near/under a [[meeting hall]] will automatically train idle (and partying) dwarves. Minecart-aided swim training is a safer method; it is based on the feature that a dwarf riding a minecart learns swimming while doing so. (See [[Swimmer#Minecart_training|Minecart training]])&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Cheap to set up&lt;br /&gt;
*Automates training of idle dwarves without interfering with actual work&lt;br /&gt;
*Provides a good set of physical [[attribute]]s likely to speed up fortress operation &lt;br /&gt;
*Swimming skill can occasionally save a dwarf's life&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Generates no wealth&lt;br /&gt;
*[[gravity|Falling]] damage can be significant (of course, this trains medical staff too!).&lt;br /&gt;
*[[Flooding]] can be a problem, particular for overseers unfamiliar with Dwarf Fortress fluid mechanics&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Endurance, Strength, Willpower, Kinesthetic Sense, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ([[siege operator]])====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your [[siege engineer]] will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun and sometimes [[Fun]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when [[elephant]]s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*[[Siege operator]]s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ([[manager]])====&lt;br /&gt;
Assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Analytical Ability, Memory, Focus&lt;br /&gt;
&lt;br /&gt;
====Gulag ([[miner]])====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since [[pick]]s can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of [[bronze]], or, if you are really living large, [[iron]] or even [[steel]].  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off or designate separate mining [[burrow]]s for this setup to work properly. It might be convenient to use a locked door to isolate the gulag from the main fortress, once a batch of trainees is inside. If you wish to train all of your miners equally and still get real work done on the fort, you can designate the gulag area with a lower [[Designations_menu#Priority|priority]] than any actual important work.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military screen, and use the Miner skill in combat - militia squads of highly skilled miners can provide a decent defense from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary [[marksdwarf]] more useful, since the pathetic bludgeon damage of his [[wood]] and [[bone]] [[Weapon#Dwarf-manufactured Weapons|crossbows]] is less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight [[cave adaptation]] in your military candidates.&lt;br /&gt;
*Can easily be transformed into a [[Caverns#Vegetation|underground tree farm]] on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Surplus stone and mining in general are suspected to promote [[Maximizing_framerate|lag]].&lt;br /&gt;
*Can be trained easier and without space consumption as part of national defense training, when assigning picks as weapons.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Renovation (smoothing)====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass [[smoothing]] duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  [[food]], [[bed]]s or [[drink]]. Just turn on [[stonecutting]] for your reservists and mark up as much of the fortress as you like for renovation. If you have no particular area you want smoothed, you can alternate designating some open space between carving tracks and then smoothing them out. Be aware that carving tracks automatically sets those squares to be low traffic areas, so you may want to choose an out-of-the-way area that won't disrupt pathing for other activities. &amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many [[immigrant]]s.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to [[magma]], a [[river]], or an active [[minecart]] track.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ([[mason]])====&lt;br /&gt;
Make one or more [[mason's workshop]]s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a [[mechanic's workshop]], [[craftsdwarf's workshop]], [[Kiln|magma kiln]], or a [[Glass furnace|magma glass furnace]] to train [[mechanic]], [[Stone crafter|stonecrafter]], [[potter]] and [[glassmaker]] respectively.  ''Note:  Do NOT try this with the [[carpenter]] skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes [[coke]] or [[charcoal]] used in the normal (non-magma) [[glass furnace]].''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Dwarf-powered mill ([[grower]], [[cook]], [[miller]])====&lt;br /&gt;
Start off by creating a surplus of [[longland grass]], [[cave wheat]], and/or [[whip vine]] and some bags. Create multiple [[quern]] all close to the food stockpile which contains the millable plants. Next to this area make a [[kitchen]] assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags, you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Kinesthetic Sense (grower and  miller)&lt;br /&gt;
&lt;br /&gt;
Agility, Analytical Ability, Creativity, Kinesthetic Sense (cook)&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up quickly, though the total number of trees to chop has been drastically reduced from previous versions.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going to endear you with the [[elves]].&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc. &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife to walk into your prepared cage traps&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Can agitate the wildlife&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Trees are limited, and regrow slowly&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out all over the map, making them vulnerable to creatures and ambushes.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Survival Training ([[herbalist]])====&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled. Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths. When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers. Setting up smaller stockpiles in the field from which haulers will collect with wheelbarrows is an obvious solution to save on hauling time.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Provides a reserve of ready food. Which is a good idea early on, before a steady supply is set up.&lt;br /&gt;
*Provides materials for prepared food, booze and sometimes extracts. Also, seeds, allowing to grow those plants on farms later.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless the area is carefully designated in safer parts of the map, herbalists (and haulers, from field stockpiles) will wander all over the place, making them vulnerable to creatures and ambushes.&lt;br /&gt;
*Unlike wood, foodstuffs won't lie on the ground indefinitely. You have to collect it quickly, or some vermin will, and even temporary stockpiles need protection.&lt;br /&gt;
** Small barns in the field solve the problem, but you need to build them; then again, it's another training, see &amp;quot;architect&amp;quot; below. Cats &amp;quot;pastured&amp;quot; over stockpiles solve the problem, but create several others.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
Agility, Kinesthetic Sense, Memory&lt;br /&gt;
&lt;br /&gt;
====Dwarf Scouts ([[ambusher]], [[hunter]], [[marksdwarf]])====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable number of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Evil areas may result in the deer your dwarves bagged waking up and ripping your hunter's face off!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Focus, Spatial Sense, Kinesthetic Sense (ambusher)&lt;br /&gt;
&lt;br /&gt;
====Art School ([[weaver]])====&lt;br /&gt;
Collecting spider [[web]]s is normally a slow way to train weaving, but that's because the aspiring weaver spends most of his time hiking out to the spiderweb and then back to the loom. If you manage to create a [[silk farming|convenient local source of webs]] near a loom, your weavers-in-training will rapidly gain experience. The abundant silk thread can then be woven by your more experienced weavers for clothing and trade.  &lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Safe and easy to run&lt;br /&gt;
*Virtually inexhaustible&lt;br /&gt;
*Produces valuable resources (silk cloth)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires somewhat complex setup&lt;br /&gt;
*Weaving is a [[moodable]] skill--and not a particularly desirable one&lt;br /&gt;
*Spider webs are typically available only in the caverns, where there could be dangerous wandering creatures such as [[giant cave spider]]s or [[blind cave ogre]]s.&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
&lt;br /&gt;
Agility, Creativity, Spatial Sense, Kinesthetic Sense&lt;br /&gt;
&lt;br /&gt;
====Construction Crew ([[architect]])====&lt;br /&gt;
Designate a number of [[support]]s or [[archery target]]s to be constructed.  These are a two step process: first, an architect is needed to place the object.  Second,  a [[mason]], [[carpenter]], or [[blacksmith]] finishes the job, depending on the material used to build the support or archery target.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Probably the easiest way to train architects, should you want some high value buildings&lt;br /&gt;
*Does not use up resources because supports and archery targets can be deconstructed&lt;br /&gt;
*Can train two different dwarves in two different skills at once, or the same dwarf in two different skills&lt;br /&gt;
*A decent way to train Blacksmith, should metal be limited&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Building Designer only trains marginally useful soul attributes&lt;br /&gt;
*It is tedious to designate a bunch of supports for construction and deconstruction, since each one needs to be done manually&lt;br /&gt;
*Ties up resources from other productive uses&lt;br /&gt;
*There are easier ways to train masons and carpenters, so this is probably more useful for blacksmiths&lt;br /&gt;
&lt;br /&gt;
'''Attributes Trained:'''&lt;br /&gt;
*Analytical Ability, Creativity, Spatial Sense (building designer labor only)&lt;br /&gt;
*Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense (blacksmith labor only) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--/Does this work at all anymore? Socialising has been observed to be incredibly slow in .40.24. Commented this out, pending deletion/&lt;br /&gt;
====Charm School ([[Social skill]]s)====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarves social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarves with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables. Next define a burrow encompassing said chairs tables etc. and assign only your intended trainees to the burrow. (Be sure to turn off all of their labors and use the building options menu of a table to designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which [[Tantrum#Tantrum Spiral|put you at risk]] of suddenly having lots of [[losing#General Unhappiness|Fun]]&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts.&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dwarven [[Arena]] ([[noble|n̶o̶b̶l̶e̶s̶]])====&lt;br /&gt;
&lt;br /&gt;
Find a way to put civilians near an arena, perhaps a dining room. Lock them in. Let your gobbos and &amp;quot;[[noble|worthy champions]]&amp;quot; fight to the death while they are forced to watch, gaining discipline. Unlock room. Find a way to dispose of survivors. Revel upon your new [[tantrum|well]]-[[depression|disciplined]] [[fun|dwarves!]]&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Discipline is useful for everyday life&lt;br /&gt;
*Helps with live training that may come to your dorfs at a later date                                                                                                      &lt;br /&gt;
*If you have a military, you can double it as live training&lt;br /&gt;
*With [[Drowning chamber|good]] [[Magma|safety]] [[Bridge|procedures]], little future oversight is required&lt;br /&gt;
*Watching gobbos getting their internal organs thrashed out is hilarious&lt;br /&gt;
*Useful for disposing of pesky [[nobles]] and dorfs that survive hammerings.&lt;br /&gt;
*Could be helpful for training discipline with your engineers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*If you're seriously considering adding this to a fort you may not even ''need'' it very much as corpses already generate discipline.&lt;br /&gt;
*Doesn't produce any goods.&lt;br /&gt;
*Only trains one attribute for civilians (but it is a useful one.)&lt;br /&gt;
*Bad design choices can be quite fatal to a younger fort.&lt;br /&gt;
&lt;br /&gt;
'''Attributes trained'''&lt;br /&gt;
*Discipline&lt;br /&gt;
*Various military skills (observer, fighter, dodger, etc...) (if you use your military in the arena)&lt;br /&gt;
*Lever operator and Mechanic (When you build and service it, but don't expect a big raise (and lever operator isn't that helpful anyway)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
*National self-defence training is easy to manage when set up and lets you give your civilians clothes and light armour to keep them safe. However, it can take valuable workers away from their job if the training is too frequent.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't influence potential [[strange mood]]s (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
[[ru:Cross-training]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Children&amp;diff=284854</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Children&amp;diff=284854"/>
		<updated>2023-01-09T08:54:41Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: Settings menu added in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_children.jpg|thumb|260px|right|Before they grow up to realize they're in an unwinnable game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]Most [[creature]]s, including [[dwarf|dwarves]], start out as infants, then after a certain number of years become '''children''', and after that become adults - for dwarves, childhood starts after reaching one year of age, and continues until age eighteen. &lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tilat&lt;br /&gt;
| elvish  = imi&lt;br /&gt;
| goblin  = tox&lt;br /&gt;
| human   = shin&lt;br /&gt;
}}&lt;br /&gt;
In fortress mode, some migrant dwarves are [[marriage|married]] and may bring children. Children who immigrate to your [[fortress]] might be any age from one to seventeen. You can determine the age of any child by viewing their [[thoughts and preferences|thoughts]] screen, which will give you the child's exact age as well as their date of birth. This information is visible regardless of whether or not the child was born in your fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; heterosexually [[marriage|married]] female dwarves may also give birth to children. This can be stopped or reduced by editing the game [[settings]] or changing BABY_CHILD_CAP or the STRICT_POPULATION_CAP setting in [[d_init.txt]] directly. Dwarves can even have [[miscarriage]]s (if they become dehydrated, starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[thief|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of [[magma|dwarven diplomacy]].&lt;br /&gt;
&lt;br /&gt;
Humanoid creatures that are children or babies will graphically appear as adults. Young animals will have a smaller sprite than their adult counterparts.&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be, which will interrupt most current actions of the mother. The game will play the birth sound effect and [[announcement|announce]] the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will ''usually'' resume whatever task she was doing before the child was born.  Dwarven mothers can also give birth to twins or triplets, although that is exceedingly rare (1 out of 500), due to their [MULTIPLE_LITTER_RARE] token. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
&lt;br /&gt;
[[Unconscious]] mothers will not wake up when they give birth – [[sleep]]ing and resting in a [[hospital]] will not be interrupted. Dwarves in a [[strange mood]] will also not interrupt their mood when giving birth – cancelling a mood forces instant insanity, so it is likely a coding choice to protect mothers (and children). Imprisoned mothers can grab their child if they give birth while on a chain, but cannot retrieve an infant that is out of their reach, which can cause massive problems, since a mother carrying a child is forced to drop it before being brought to prison.&lt;br /&gt;
&lt;br /&gt;
If the mother is sleeping or otherwise prevented from collecting her infant, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insanity|raving mad]] adult, wandering freely over the map without any sense of self-preservation, gravitating to [[Activity_zone#Meeting_area|meeting zone]]s. It may be fed and watered by other dwarves, and in recent versions, such care happens regularly enough to keep orphans alive. As long as a baby is not within reach of a hostile creature, no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The sex of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other sex.&lt;br /&gt;
&lt;br /&gt;
After giving birth, it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
Babies will crawl to burrows when assigned to them.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech [[food]] and [[Thirst|drink]] from her, causing her to become hungry or thirsty at double the usual rate. This does not, however, count as alcohol consumption – when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], children can be assigned the relatively minor labors designated chores, below, but will also perform a few simple tasks on their own, such as:&lt;br /&gt;
&lt;br /&gt;
* Socializing in [[location]]s, perhaps also holding [[performance]]s like singing, or reciting poetry.&lt;br /&gt;
* Picking out, and wearing, their own [[clothing]].&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the &amp;quot;All dwarves harvest&amp;quot; [[standing orders|order]] is on. This will also increase their [[planter]] skill, which only happens very sporadically in the current version.&lt;br /&gt;
* When they want to, storing their items.&lt;br /&gt;
* Children can play with [[toy]]s such as puzzle boxes or toy axes. They might also play make believe. Both are basically filler jobs without tangible benefits.&lt;br /&gt;
* Children may store their toys (specifically, they may perform a Store Item in Bin order for multiple toys).&lt;br /&gt;
* Fighting or running from hostiles, depending on circumstances. (Since children are small, can't use armor or weapons, and all start without combat skills, don't expect them to be effective fighters. Nor, for that matter, can they be assigned to squads.)&lt;br /&gt;
* Children can enter [[strange mood]]s, and will go about them the same as an adult dwarf. Since they won't have any skills other than social skills, and possibly growing or combat skills if involved in a fight, they will attempt to make one artifact appropriate for a [[bone carver]], [[wood crafter]] or [[stonecrafter]]. They will also gain experience as normal if they complete it, except for possessed moods.&lt;br /&gt;
* Children respect [[burrow]] restrictions, including civilian alerts.&lt;br /&gt;
* Children will attempt to [[swim]] if submerged in [[water]].&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. Children born in the fort tend to follow their mother by preference, even (especially?) if their mother is a soldier and is currently going into battle.&lt;br /&gt;
&lt;br /&gt;
Children are also known to be invisible to [[vampire]]s, thus making excellent crime detectors, as they speak truthfully in all cases.&lt;br /&gt;
&lt;br /&gt;
The game will create an [[announcement]] when children reach adulthood and can be assigned labors. This announcement will not pause and/or center the screen by default.&lt;br /&gt;
&lt;br /&gt;
==Chores==&lt;br /&gt;
The set of labors that children can perform are called chores. There is a chores tab under Labor/Standing Orders that allows players to disable/enable the chore tasks.&lt;br /&gt;
&lt;br /&gt;
The chores that children can perform are:&lt;br /&gt;
&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
* [[Stone hauling]]&lt;br /&gt;
* [[Wood hauling]]&lt;br /&gt;
* [[Item hauling]]&lt;br /&gt;
* [[Burial]]&lt;br /&gt;
* [[Food hauling]]&lt;br /&gt;
* [[Refuse hauling]]&lt;br /&gt;
* [[Furniture hauling]]&lt;br /&gt;
* [[Animal hauling]]&lt;br /&gt;
* [[Trade good hauling]]&lt;br /&gt;
* [[Water hauling]]&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
&lt;br /&gt;
Children don't seem to like chores, resulting in children becoming depressed and moody which can result in the children performing various crimes. Turning off chores will help alleviate this issue!&lt;br /&gt;
Consider turning off Refuse Hauling as well. Children tend to accumulate bad thoughts when hauling corpses, which can stress them too.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth [http://www.bay12games.com/dwarves/df_talk.html DFTalk], it was mentioned that, due to a programming oversight, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
&lt;br /&gt;
==Too many children==&lt;br /&gt;
&lt;br /&gt;
If there are too many children in the fort, [[FPS]] may suffer. [[Unfortunate accident|Removing]] children is difficult, as doing so may quickly lead to [[stress]]. One possibility is to [[burrow]] children outside to aid [[thief|snatchers]]. To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP and/or the STRICT_POPULATION_CAP in the [[d_init.txt]] file or the settings menu.&lt;br /&gt;
&lt;br /&gt;
In longer-running forts, when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as &amp;quot;son&amp;quot; or &amp;quot;daughter&amp;quot;. The exception to this is that the youngest will always be referred to as &amp;quot;youngest son&amp;quot; or &amp;quot;youngest daughter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Non-dwarven children==&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, goblins, [[Elf|elves]], [[kobold]]s and subterranean [[animal people]] follow the same aging progress of dwarves (born as babies, becoming children at a year old then becomes adults at eighteen). The same is true for some races of wild humanoid creatures and [[semi-megabeast]]s, though some possess shorter or longer child states than dwarves do, e.g. [[troll]]s become adults at the age of 10. Regardless of how long their child states are, intelligent non-dwarf children are functionally identical to their dwarven counterparts for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
Young animals possess limited capabilities compared to their adult stages. Infant [[milk]]-bearing livestock can't be milked, young [[wool]]-bearing animals can't be [[shear]]ed, and bird and reptile hatchlings are unable to lay [[egg]]s. However, unlike intelligent creatures, almost all animals follow a different aging progress; they skip the baby stage entirely and are born as children, who become adults at only 1 year of age (though they usually don't stop growing in size until the age of 2). Certain exceptions exist, however, such as [[elephant]]s, who take 10 years to reach adulthood. Savage [[animal people]] versions of these animals follow this same aging progress.&lt;br /&gt;
&lt;br /&gt;
Certain creatures possess no child state to speak of, and are technically adults at birth, having all the capabilities of an adult immediately after starting existing (though most of them are still subject to growing in size as they get older). These creatures include stuff like all species of snakes, [[crundle]]s, [[giant cave spider]]s, [[creeping eye]]s, [[magma crab]]s and most [[megabeast]]s. Inorganic creatures such as [[Gabbro man|gabbro men]], [[Fire man|fire men]] and [[Amethyst man|amethyst men]] also exist only as adults and never as children. If the creature born as an adult is an intelligent creature, they'll be born with generally mild levels in some skills.&lt;br /&gt;
&lt;br /&gt;
Creatures capable of being [[invader]]s can do so regardless of age - as such, you may be attacked by a [[werebeast]] child, or a young [[roc]], [[giant]], [[cyclops]], [[ettin]] or [[minotaur]]. They will behave exactly like their adult counterparts, but will generally be easier to kill than adults due to their smaller size. Such cases are rare, as they require either children being infected by a werebeast and not dying in the process, or for megabeasts to breed, both being particularly uncommon occurrences.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarf babies can sometimes have an age which is negative (''most commonly, -1'') or zero. In this case, they will appear headless.{{verify|Is there an open bug on dwarffortress.mantishub.io?}}&amp;lt;!--{{bug|???}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
[[ru:Children]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_copperhead_snake/raw&amp;diff=282834</id>
		<title>Giant copperhead snake/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_copperhead_snake/raw&amp;diff=282834"/>
		<updated>2023-01-03T20:32:07Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|GIANT_COPPERHEAD_SNAKE}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_temperate_new.txt|CREATURE|GIANT_COPPERHEAD_SNAKE|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|GIANT_COPPERHEAD_SNAKE}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Copperhead_snake_man/raw&amp;diff=282832</id>
		<title>Copperhead snake man/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Copperhead_snake_man/raw&amp;diff=282832"/>
		<updated>2023-01-03T20:30:10Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|COPPERHEAD_SNAKE_MAN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_temperate_new.txt|CREATURE|COPPERHEAD_SNAKE_MAN|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|COPPERHEAD_SNAKE_MAN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_capuchin/raw&amp;diff=282831</id>
		<title>Giant capuchin/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_capuchin/raw&amp;diff=282831"/>
		<updated>2023-01-03T20:29:12Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|GIANT_CAPUCHIN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_tropical_new.txt|CREATURE|GIANT_CAPUCHIN|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|GIANT_CAPUCHIN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_capybara/raw&amp;diff=282830</id>
		<title>Giant capybara/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_capybara/raw&amp;diff=282830"/>
		<updated>2023-01-03T20:28:07Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CAPYBARA, GIANT}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_temperate.txt|CREATURE|CAPYBARA, GIANT|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CAPYBARA, GIANT}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Capybara_man/raw&amp;diff=282829</id>
		<title>Capybara man/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Capybara_man/raw&amp;diff=282829"/>
		<updated>2023-01-03T20:26:08Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CAPYBARA MAN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_temperate.txt|CREATURE|CAPYBARA MAN|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CAPYBARA MAN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Capuchin_man/raw&amp;diff=282827</id>
		<title>Capuchin man/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Capuchin_man/raw&amp;diff=282827"/>
		<updated>2023-01-03T20:25:07Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CAPUCHIN_MAN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_tropical_new.txt|CREATURE|CAPUCHIN_MAN|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CAPUCHIN_MAN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Copperhead_snake/raw&amp;diff=282826</id>
		<title>Copperhead snake/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Copperhead_snake/raw&amp;diff=282826"/>
		<updated>2023-01-03T20:23:33Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|COPPERHEAD_SNAKE}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_temperate_new.txt|CREATURE|COPPERHEAD_SNAKE|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|COPPERHEAD_SNAKE}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Capybara/raw&amp;diff=281936</id>
		<title>Capybara/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Capybara/raw&amp;diff=281936"/>
		<updated>2023-01-02T18:21:48Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CAPYBARA}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_temperate.txt|CREATURE|CAPYBARA|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CAPYBARA}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Capuchin/raw&amp;diff=281935</id>
		<title>Capuchin/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Capuchin/raw&amp;diff=281935"/>
		<updated>2023-01-02T18:20:41Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CAPUCHIN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_tropical_new.txt|CREATURE|CAPUCHIN|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CAPUCHIN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Buzzard/raw&amp;diff=281934</id>
		<title>Buzzard/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Buzzard/raw&amp;diff=281934"/>
		<updated>2023-01-02T18:19:17Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|BIRD_BUZZARD}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_temperate.txt|CREATURE|BIRD_BUZZARD|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|BIRD_BUZZARD}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bobcat/raw&amp;diff=281933</id>
		<title>Bobcat/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bobcat/raw&amp;diff=281933"/>
		<updated>2023-01-02T18:18:12Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|BOBCAT}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_temperate_new.txt|CREATURE|BOBCAT|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|BOBCAT}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_mamba/raw&amp;diff=281932</id>
		<title>Black mamba/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_mamba/raw&amp;diff=281932"/>
		<updated>2023-01-02T18:16:32Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|BLACK_MAMBA}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_tropical_new.txt|CREATURE|BLACK_MAMBA|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|BLACK_MAMBA}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Anaconda/raw&amp;diff=281930</id>
		<title>Anaconda/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Anaconda/raw&amp;diff=281930"/>
		<updated>2023-01-02T18:14:55Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|ANACONDA}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_tropical_new.txt|CREATURE|ANACONDA|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|ANACONDA}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adder/raw&amp;diff=281929</id>
		<title>Adder/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adder/raw&amp;diff=281929"/>
		<updated>2023-01-02T18:12:49Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: v50 raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|ADDER}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_temperate_new.txt|CREATURE|ADDER|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|ADDER}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=281430</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=281430"/>
		<updated>2023-01-01T23:17:51Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* saltwater crocodile \ raws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
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== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
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== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
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== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
I've forgotten my password. User: Bumber&lt;br /&gt;
&lt;br /&gt;
:You don't seem to have an email address associated with your account. I sent a message to Bumber on the forums, assuming that's you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 30 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
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== v0.42.05 raws update ==&lt;br /&gt;
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Just a friendly reminder that the wiki raws need updated to pick up the [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;amp;diff=222917&amp;amp;oldid=222913 new critters in v0.42.05]. It would also be nice if your bot could auto-create the new creature pages so we don't end up with [[back bear man]] and the like.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:05, 2 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quietust updated the extension, but I'm having trouble deploying the changes for some reason (which Emily can hopefully figure out). I don't know if I'll have enough time this/next week to write a script to create the new creature pages - if not, Quietust might have something still laying around from 0.34/0.40. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 6 February 2016 (UTC)&lt;br /&gt;
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== Page move reminder ==&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Box]] to [[DF2014:Container]] please. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 23:01, 7 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. It took me a second to figure out what the issue was - I'm surprised Mediawiki wouldn't let you move a page over another one that was just a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 10 July 2016 (UTC)&lt;br /&gt;
::Thanks! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:50, 11 July 2016 (UTC)&lt;br /&gt;
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== v0.43.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the changes through v0.43.05.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 2 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 22 August 2016 (UTC)&lt;br /&gt;
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== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
Discussion here: [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Solution_for_this]] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:49, 21 November 2016 (UTC)&lt;br /&gt;
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== Vandalism ==&lt;br /&gt;
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We had an attack on August 3rd. [[Talk:Main Page (fix plz)]] ‎needs moved back to Talk:Main Page, and the rest of [http://dwarffortresswiki.org/index.php/Special:Contributions/Etihand the vandal's handiwork] can just be deleted. I can't think of any legitimate reason a user would need to move Talk:Main Page, so it should probably be move-locked to prevent future hijacks.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:53, 7 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be cleaned up now. Sorry for the delay there. [[Main Page]] was already move-protected, but apparently that didn't apply to the talk page, so both should be move-protected now too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:29, 8 August 2017 (UTC)&lt;br /&gt;
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== Sorry, I need a password reset ==&lt;br /&gt;
&lt;br /&gt;
I just logged in, saw the post about passwords needing to be changed. (Feeling all smart since I just setup a password manager) I updated my password, only to realize I didn't save the new password correctly in the manager. I tried to reset it but the wiki had a note saying to contact you since it can't do outbound email right now.&lt;br /&gt;
&lt;br /&gt;
My user name is [[Frobnic8]]. &lt;br /&gt;
&lt;br /&gt;
My most notable contribution here are the PDF versions of the old Bronzemurder illustration by Tim Denee: [[Bronzemurder]]&lt;br /&gt;
&lt;br /&gt;
The files are still hosted at my website. To prove it's me, I've also left you a note at http://eldritch.org/erskin/temp/df_wiki.txt&lt;br /&gt;
&lt;br /&gt;
Sorry for the hassle, but if you could set me a temporary password or send me a link to a password reset to the associated email address for the account, that'd be awesome.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/70.163.4.102|70.163.4.102]] 15:40, 30 October 2017 (UTC)&lt;br /&gt;
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:Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 1 November 2017 (UTC)&lt;br /&gt;
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::Thanks! --[[User:Frobnic8|Frobnic8]] ([[User talk:Frobnic8|talk]]) 02:51, 1 November 2017 (UTC)&lt;br /&gt;
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== Password reset ==&lt;br /&gt;
&lt;br /&gt;
I could have sworn I did this already, but now there's no sign of my edit here. Dunno what happened to it. Can I please get a password reset for user Urist McDorf. I believe the email info associated is still good (j*y@y*m). Thanks. [[Special:Contributions/108.49.199.220|108.49.199.220]] 06:56, 1 November 2017 (UTC)&lt;br /&gt;
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== Totally failed to make an account ==&lt;br /&gt;
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Really think I did everything right.&lt;br /&gt;
&lt;br /&gt;
The Captcha app you are using says it &amp;quot;shutdown&amp;quot; on 3-31-2018 so i'm wondering if that's the issue. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.201.251.142|216.201.251.142]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, we know about it. Emi and Briess are working on some upgrades, and we'll try to upgrade the captcha once it's done. In the meantime, you can PM me on the forums (or email me at gmail.com) and I think I can set up an account for you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:41, 13 April 2018 (UTC)&lt;br /&gt;
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== Chemist Page Quality Rating ==&lt;br /&gt;
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The quality rating of the [[chemist]] page is listed as *Superior*, despite being a stub. I can't even decrease the quality down to +Fine+ using the rating script.&lt;br /&gt;
I added the memory attribute as stated by Toady's recent FotF reply, and I'll insert the relevant [[topics]] for the skill, but there's probably a lot more work to be done.&lt;br /&gt;
--[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 06:39, 1 June 2018 (UTC)&lt;br /&gt;
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:The &amp;quot;override&amp;quot; link [http://dwarffortresswiki.org/index.php?title=DF2014:Chemist&amp;amp;action=history worked for me]. You have to click on the rating at the top that you want to select, then submit. The calculated score is unreliable, to say the least. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 1 June 2018 (UTC)&lt;br /&gt;
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::I couldn't figure out how the override worked and just assumed it was an admin thing. Didn't realize you had to click one of the quality options at the top. &amp;amp;mdash;[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 22:18, 3 June 2018 (UTC)&lt;br /&gt;
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== [Proposition] - Wiki preview popups ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
I've read quite a bit of wikipedia these last few days (the real wikipedia website), and I've come to use their preview feature quite a few times.&lt;br /&gt;
In case you don't know, the preview is a little JS pop-up that shows an image and some text when you hover a link.&lt;br /&gt;
So, you get a rough idea of what the thing is, and you don't have to load the full page (you can still if you click the link).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feature is not in DF wiki, and I was thinking maybe it could be, as it greatly increase readability (since you don't have to open a new page, read the first few lines, go back, and waste time figuring out where you were; for every topic you're unaware of).&lt;br /&gt;
&lt;br /&gt;
I'm not sure whether I should ask you, or Briess or anyone, but since you've made quite some wiki Extensions, I'll ask anyway.&lt;br /&gt;
&lt;br /&gt;
So, do you think it could be a viable idea to turn this feature on ?&lt;br /&gt;
&lt;br /&gt;
Here's a mediawiki tutorial on how to set this up, just in case :&lt;br /&gt;
[https://www.mediawiki.org/wiki/Extension:Popups]&lt;br /&gt;
&lt;br /&gt;
Cheers ! =D&lt;br /&gt;
- Spriggans&lt;br /&gt;
Aug, 17 2018&lt;br /&gt;
&lt;br /&gt;
:It does sound useful, but it claims to require MediaWiki 1.25+, so it'll probably have to wait until we finish upgrading. There are instructions for 1.24 or earlier in the article, though - I'm not sure how far back &amp;quot;or earlier&amp;quot; includes. The two extensions it depends on, TextExtracts and PageImages, require 1.23+ and 1.25+ respectively, so it's unlikely that it'll work on our current (pre-upgrade) setup. &lt;br /&gt;
:(I am a good person to ask, by the way, and &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; is probably a more convenient way to sign comments.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:14, 17 August 2018 (UTC)&lt;br /&gt;
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== Aesthetically Pleasing Things ==&lt;br /&gt;
&lt;br /&gt;
I know I posted this before but... do I have your permission to spice up some of the templates of tables? I could make some look better and &amp;quot;cleaner&amp;quot; than they do now. Also, are there any plans to change the default look of the wiki? I don't mean this in a nasty way, white with black text is pretty... generic. - [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:20, 4 June 2019 (UTC)&lt;br /&gt;
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== Auto-Welcome ==&lt;br /&gt;
&lt;br /&gt;
It looks like your bot is automatically welcoming editors. Unfortunately, due to the nature of rotating IP addresses, it appears your bot has [//www.dwarffortresswiki.org/index.php/Special:Contributions/LethosorBot welcomed one anonymous user] 7 times in the last 5 days. Perhaps it would be best to restrict auto-welcoming to non-IP users?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:55, 16 June 2019 (UTC)&lt;br /&gt;
:Yeah, that's the AutoWelcomeUser extension (just set up to attribute edits to my bot). I definitely agree that it should be changed, and I'll look into it. Fun fact: this was enabled on the old wiki, but I had written it for a ''slightly'' newer Mediawiki version, so I had forgotten about it since it didn't actually work until we upgraded. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 16 June 2019 (UTC)&lt;br /&gt;
:I think this is fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:57, 18 June 2019 (UTC)&lt;br /&gt;
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== On &amp;quot;Acceptable&amp;quot; Commas ==&lt;br /&gt;
&lt;br /&gt;
Regarding [//www.dwarffortresswiki.org/index.php?title=DF2014:World_generation&amp;amp;curid=32663&amp;amp;diff=245045&amp;amp;oldid=245044 this edit]:&lt;br /&gt;
&lt;br /&gt;
Per the [//en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] (referenced as [[Dwarf_Fortress_Wiki:Community_Portal#S|Rule S]]): &amp;quot;Where more than one style is acceptable under MoS, editors should not change an article from one of those styles to another without a good reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, while that comma is indeed &amp;quot;acceptable&amp;quot; (or optional), editing to add that optional comma is not. I intentionally did not put a comma there when I added that sentence, and I believe my punctuational preference is at least as valid as ‎Silverwing235's.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:12, 17 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not convinced that comma is optional, but I didn't realize you had added that sentence (I thought it was part of the original quote from Toady before your changes, so I was mistakenly applying rule S there as well). Apologies, and it's your call as to what to do there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:21, 17 June 2019 (UTC)&lt;br /&gt;
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== Embark points ==&lt;br /&gt;
&lt;br /&gt;
There's no page explaining embark points in-depth; can I make such a page? Or at least add it to the embark page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:39, 21 June 2019 (UTC)&lt;br /&gt;
: I'd add it to the embark page since I'm not sure it warrants a separate page unless it's a ''lot'' of detail (i.e. more than the current embark page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 21 June 2019 (UTC)&lt;br /&gt;
:: With what I have planned, there's a ton of things I can go over which can fill a page. I can make a &amp;quot;workbench&amp;quot;/fake page and you can tell me if it's worthy or not. Also, is it possible to put things in &amp;quot;collapsable/expandable&amp;quot; tables to not badly stretch out pages? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:14, 22 June 2019 (UTC)&lt;br /&gt;
:: Sorry, one more thing. You know the &amp;quot;Urist likes [something] for their [something].&amp;quot;? Are these made up on the spot or is that info taken directly from somewhere? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:59, 22 June 2019 (UTC)&lt;br /&gt;
::: I'm not sure how much detail you can go into about just embark points, but sure, feel free to make a test page if you like and I can provide some input. I wouldn't put things in collapsible tables just because of page length, because pretty much no other page does that (except for some things that aren't really part of the content of a page, like nav boxes and raws). If you're referring to things like &amp;quot;Urist likes [creature]&amp;quot; from pages like [[DF2014:Cat]], those are generated from the raws. I'm not sure if that appears on any other types of pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:30, 23 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature font==&lt;br /&gt;
Are you alright if I change the font of the letters in the creature list? Sorry to say this but that font is kinda ugly. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:40, 29 June 2019 (UTC)&lt;br /&gt;
:Are you talking about [[DF2014:Creature]] or something else? I personally think that page looks fine, but what does it look like on your end? It might be some cross-browser issue that we can try to sort out. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:56, 29 June 2019 (UTC)&lt;br /&gt;
::Yes I do mean that DF2014:Creature page. The font of the letters that resemble the creatures are this ugly &amp;quot;Times New Roman&amp;quot;-esque font that looks like an eyesore to me. It could be a much smoother looking font. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:55, 1 July 2019 (UTC)&lt;br /&gt;
:::I noticed the font looks ugly on Firefox and Edge but not in the Tor Browser. So yeah, there's a weird browser thing going on and I don't know how to fix things for specific browsers on wiki's... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:45, 1 July 2019 (UTC)&lt;br /&gt;
::::I'm guessing you don't have the &amp;quot;Century&amp;quot; font installed, or accessible in those browsers for some reason. For reference, [https://i.imgur.com/wD6QMoG.png here] is what it looks like for me, definitely not Times. I'll see if it can be standardized. Does {{Raw Tile|c|6:0}} look ok to you? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:33, 1 July 2019 (UTC)&lt;br /&gt;
:::::At some point in the possibly-recent past, those letters looked the same for me as it did you, but one day it just changed to the uglier font. Also, it's impossible to use the &amp;quot;Upload newer version of this file&amp;quot; function, as that always gives weird errors: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Could not read or write file &amp;quot;mwstore://local-backend/local-public/6/6c/Biome_evil.png&amp;quot; due to insufficient permissions or missing directories/containers.&amp;lt;/span&amp;gt; I'm assuming I don't have access to do that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:07, 2 July 2019 (UTC)&lt;br /&gt;
::::::I figured out the setting that controlled the font, it's the &amp;quot;Allow pages to choose their own fonts, instead of your selections above&amp;quot; choice, but turning this option off can spoil the fonts everywhere else on other sites. There's something about (my) Firefox that's not recognizing the Century font, even though I have it. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:36, 2 July 2019 (UTC)&lt;br /&gt;
:::::::Yeah, not sure it's worth working around browser settings. Does the {{Raw Tile|c|6:0}} from above look ok to you or the same as the one on the creatures page? Also, that error is definitely not intentional; I'll look into it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:57, 2 July 2019 (UTC)&lt;br /&gt;
::::::::The C there looks alright. Creature tile lists on other pages look fine as it's using the &amp;quot;Tile&amp;quot; template, so maybe something's wrong with the template being used in the creature page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:55, 3 July 2019 (UTC)&lt;br /&gt;
:::::::::It's a custom template being used for those tables that specifies the font itself. I changed the font to fall back to the ones that {{tl|Tile}} uses. Does it look ok now? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:56, 3 July 2019 (UTC)&lt;br /&gt;
::::::::::It does not. But when I use a different computer, it's fine there (still on Firefox). Yeah, I can't figure this out. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:54, 4 July 2019 (UTC)&lt;br /&gt;
{{od|10}}&lt;br /&gt;
I've cleared the cache on the server side (I don't remember if I did that before). If that still doesn't help, maybe clearing your browser's cache would help? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:29, 4 July 2019 (UTC)&lt;br /&gt;
::Well, I cleared 1GB worth of data, but that didn't fix the issue? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:14, 5 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BREAKING NEWS ==&lt;br /&gt;
&lt;br /&gt;
Here comes Supernerd... the coolest and greatest editor ever on [[Dwarf Fortress Wiki]]. --[[User:Supernerd|Supernerd]] ([[User talk:Supernerd|talk]]) 10:47, 12 September 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal to translate the Wiki into Spanish ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good I am an expert player in the game and I would like to translate the wiki to help the Spanish community in this great game.&lt;br /&gt;
Should I translate it as I could?. &lt;br /&gt;
Here's my email for the answer: cheekonobreeko@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Just signal boosting on someone else's behalf... ==&lt;br /&gt;
&lt;br /&gt;
...apparently a researcher with [http://www.bay12forums.com/smf/index.php?topic=174850.0 research] on [[book]]s got themselves [http://www.bay12forums.com/smf/index.php?topic=175133.0 locked out of the lab]. Any support for this?  &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:02, 7 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor server-side issues... ==&lt;br /&gt;
&lt;br /&gt;
1. Broken(404) HTML links [[Quotes|here]].&lt;br /&gt;
&lt;br /&gt;
2. Creature [[Giant earthworm|variation]] needs to be added [[Worm|here]]. &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 21 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:These aren't server-side issues - they can be fixed by editing the pages. In the first case, the forums moved from bay12games.com/forums to bay12forums.com/smf (I'm not sure when that happened, or if there used to be a redirect, but I would recommend {{tl|cite forum}} to make them future-proof). The second issue you pointed out happens when creature variations don't follow the typical naming pattern, but you can override the variations that the templates display. See [[blue jay]], [[bluejay man]], and [[giant bluejay]] for examples, and feel free to let me know if you have any questions about those templates. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:30, 22 December 2019 (UTC)&lt;br /&gt;
:Update: looks like there's also {{tl|forum link}} if you prefer to keep the text that the links currently use (for #1). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:33, 22 December 2019 (UTC)&lt;br /&gt;
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== can't login... user:garrieirons ==&lt;br /&gt;
&lt;br /&gt;
yeah I tried all the things and posted on the forum.&lt;br /&gt;
&lt;br /&gt;
any advice on how to get a password reset?&lt;br /&gt;
&lt;br /&gt;
https://dwarffortresswiki.org/index.php/User:GarrieIrons&lt;br /&gt;
&lt;br /&gt;
Sorry if you're not an admin.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Garrie&lt;br /&gt;
&lt;br /&gt;
Symptom:&lt;br /&gt;
When I click the reset password link, and enter my user name (GarrieIrons) it tells me:&lt;br /&gt;
	'''A password reset email has already been sent, within the last 24 hours. To prevent abuse, only one password reset email will be sent per 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
Cheers again.&lt;br /&gt;
G&lt;br /&gt;
&lt;br /&gt;
:Ok, so it sounds like you already requested a password reset - did you get an email? It should have come from do-not-reply@dwarffortresswiki.org (make sure it didn't get sent to your spam folder). If you don't have access to the email address you registered with anymore, I can try to reset it some other way. Also, where did you post on the forums? I didn't see anything from you on the wiki board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:36, 16 February 2020 (UTC)&lt;br /&gt;
::To be clear, every password reset has resulted in the message above, but, no email. Can you tell me is it going to a hotmail, or a gmail address? If not, I'm stumped and I'll start a different account? &lt;br /&gt;
::Also...ok I looked at threads I guess. I coulda sworn at some time in the past I asked about this on the forum but I'm not finding it (only the thread I thought I responded to).&lt;br /&gt;
::G&lt;br /&gt;
:::OK I found a PM thread on the forum, from ages ago, referring me to you...but I'd never followed up... 🤦‍♂️ &lt;br /&gt;
:::G.&lt;br /&gt;
:::Looks like your username at hotmail.com - do you still have access to that? I just sent you a test email from the wiki, so let me know if that goes through. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:24, 18 February 2020 (UTC)&lt;br /&gt;
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== Weirdness ensues... ==&lt;br /&gt;
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...Alright, maybe not, but then again...&lt;br /&gt;
[[Interaction_examples|this page]] is fine in Search, but spews redlinkery when linked to as if Ebola-infected - very puzzling. &lt;br /&gt;
---[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:16, 7 March 2020 (UTC) EDIT: And the mystery deepens, because apparently one has to be [[DF2014:Interaction_examples|very specific]] about phrasing...downright incantational,really...in order to get a clear result with this.&lt;br /&gt;
&lt;br /&gt;
:If you're in a versioned namespace (like DF2014), links will be within that namespace by default; otherwise, they will use the main namespace. Looks like a [https://dwarffortresswiki.org/index.php?title=Interaction_examples&amp;amp;action=history redirect was created] in this case and both of those links seem to work now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:56, 12 March 2020 (UTC)&lt;br /&gt;
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== Obok Meatgod ==&lt;br /&gt;
&lt;br /&gt;
Hey Lethesor, thanks for all the work you do for DFhack. I have a favour to ask. I was using the &amp;quot;random page&amp;quot; feature and I stumbled upon [[Obok Meatgod|this article]]. The article is about an adventure mode game from the Bay12 forums where some dude modded genitals into his game so he could [do some really vile stuff]. I don't mean to bug ''you'' about it, but I'm getting an internal error when I try to start a talk page on the article. Basically, can you delete this article? I'm all for some good shock humour, and I know DF stories can get pretty brutal, but this doesn't really seem like it's supposed to be funny. The forum page it links back to just reads like some edge-lord's fanfic power fantasy. Maybe I'm mistaken and this ''is'' relevant to DF, but if not, mind doing me a favour and just purging it from the wiki?&lt;br /&gt;
--[[Special:Contributions/130.211.1.83|130.211.1.83]] 00:33, 2 April 2020 (UTC) Jon&lt;br /&gt;
:I did a bit of research - given that it was deleted from Bay12 and DFFD, I think I'll follow suit and delete it from here too. (It's not permanent here - an admin could always get it back.) Thanks for bringing it to my attention. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 2 April 2020 (UTC)&lt;br /&gt;
::Thanks Lethesor! [[Special:Contributions/35.191.8.35|35.191.8.35]] 17:07, 2 April 2020 (UTC) Jon&lt;br /&gt;
&lt;br /&gt;
== Regarding a certain subst tag: ==&lt;br /&gt;
&lt;br /&gt;
(Stop me if I miss anything, please.)&lt;br /&gt;
&lt;br /&gt;
IIRC, its a since-deprecated holdover of some kind of Wikipedian affiliation, that is pretty much purge-on-sight when found in art licensing around here. The important question is, how to proceed, if at all, when evidence is discovered of apparent holdouts of that sort [https://dwarffortresswiki.org/index.php?search=subst%3A&amp;amp;title=Special%3ASearch&amp;amp;go=Go further afield], outside the verified-for-deletion parameters?  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:45, 4 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suggest [https://www.mediawiki.org/wiki/Help:Substitution MediaWiki's documentation] for information on what subst does. It's not specifically something that came from Wikipedia. One caveat is that if the template being substituted didn't exist when the page was saved, the subst: won't get replaced until you save the page again. However, in this case, it looks like I [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=prev&amp;amp;oldid=249061 removed] the subst: part from where these templates were being used, so yes, on image pages, removing the &amp;quot;subst: prefix is fine.&lt;br /&gt;
:From the search results you linked, a lot of the subst occurrences appear to be in [https://meta.wikimedia.org/wiki/Help:Wikitext_examples#HTML_tags HTML comments], so they won't get substituted when the page is saved. They also won't be displayed to readers, though. I suspect that's either stuff left over from version migrations or moving things to templates. I wouldn't put too much effort into dealing with those, unless you find something on a current-version page (in which case I'd say move things out of the comment if they're relevant or delete them if they're obsolete). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:06, 6 April 2020 (UTC)&lt;br /&gt;
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== Lost password/email request ==&lt;br /&gt;
&lt;br /&gt;
User: DDR&lt;br /&gt;
I've lost the email and password I apparently used to set up my account on this wiki, over a decade ago.&lt;br /&gt;
&lt;br /&gt;
I'm [http://www.bay12forums.com/smf/index.php?action=profile;u=20574 DDR on the forum], which I still have my login for… and the mantis bugtracker, and DFFD.&lt;br /&gt;
&lt;br /&gt;
Thank you. Sorry for the trouble.&lt;br /&gt;
&lt;br /&gt;
:Sent a PM on the forums. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:21, 28 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Further comment ==&lt;br /&gt;
&lt;br /&gt;
It's hard to continue to [[wikipedia:WP:AGF|assume good faith]] in [https://dwarffortresswiki.org/index.php?title=User_talk%3ASilverwing235&amp;amp;type=revision&amp;amp;diff=256707&amp;amp;oldid=256705 this case], when the user in question tries to bury discussion of their behavior. Obviously that tactic isn't very effective, but it's a far cry from the openness and transparency required for the wiki to function as a collaborative project. Anyway, I firmly believe in [[wikipedia:WP:AAGF|WP:AAGF]] as a part of [[wikipedia:WP:CIVIL|WP:CIVIL]], which is part of the point I tried to raise in that discussion (which was then ''erased''). I'm linking these policies not because I think you're unfamiliar, but because I want to be clear on where I'm coming from. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 17:48, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We don't have many of our own policies on things like this, but I'll take a look at the ones you linked since I'm not very familiar with them, particularly AAGF. It occurs to me that some of my comments may have come across as not following AAGF, and I apologize for that - I was (and still am) trying to follow AGF on my end, but it is challenging in this situation. I didn't intend to imply that you were not.&amp;lt;br&amp;gt;As for the talk page edits, [[wikipedia:WP:OWNTALK|WP:OWNTALK]] seems to match my thoughts on the matter. Silverwing235's comment appears (to me) to be a more explicit acknowledgement of the criticism you raised, rather than an implicit acknowledgement by just removing your comment. I think your criticism was understood, in any case.&amp;lt;br&amp;gt;(I do plan to respond to the AIV discussion, but am not sure how best to do that yet. In any case, I appreciate your concern for the wiki, and would like to find a solution that's acceptable to everyone involved.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:30, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A few phrases in my comments below are bolded—it's really just to emphasize structure, not to alter tone.'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 22:39, 15 February 2021 (UTC)&lt;br /&gt;
::---&lt;br /&gt;
::I actually wasn't talking about you when I referred to AAGF and my comment (and its erasure). I meant that Silverwing235 has—on this occasion and others—assumed that other editors are ''not engaging'' in good faith, and also that they are ''not assuming'' good faith (as when Silverwing235 referred to me as a “saboteur”); and that Silverwing235's own actions (''immediate'' removal of comments in ongoing discussions from their talk page—I believe this argument stands irrespective of [[wikipedia:OWNTALK|OWNTALK]]) make it hard to ''continue'' to assume good faith on their part.&lt;br /&gt;
::And, related to that: I have a hard time parsing many of Silverwing235's comments throughout. They're often vague and overcooked to the point of obscurity. There's very little there—even after the comment removal—that acknowledges the existence of a dispute over either past or ongoing behaviors, let alone the need for specific behaviors to change (let alone ''why'' those behaviors are wrong, or ''how'' those behaviors should change). Where there ''is'', there is also language implying that the issue is really with ''other'' editors and ''their'' disagreement—as if other editors are wrong to raise an issue in the first place. But as Silverwing235's edit summaries (and, incidentally, User+Talk comments) have repeatedly implied, they edit things to suit their personal tastes, ''not'' necessarily to correct mistakes (which they sometimes ''assert'' they are doing, but as has been seen, they frequently are not).&lt;br /&gt;
::---&lt;br /&gt;
::Another example of the general problem raised in AIV popped up yesterday: while reviewing a substantial [https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;curid=31137&amp;amp;diff=256715&amp;amp;oldid=247968 IP edit] (which, to me, looked good), I noticed that the edits immediately prior to it were Silverwing235's, made in late 2019 (soon after their dispute with Loci had ended in Loci's departure). And I quickly saw that [https://dwarffortresswiki.org/index.php?title=DF2014%3AClimate&amp;amp;type=revision&amp;amp;diff=247966&amp;amp;oldid=247965 this edit] was again, apparently, a “stylistic” change which Silverwing235 may honestly have believed necessary (for their own reasons), but which was [https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;diff=prev&amp;amp;oldid=256717 actually erroneous]. This sort of edit is partially why I cited IDHT and CIR (which, ''together'', are relevant here, I think) in the [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;amp;oldid=256704 AIV discussion].&lt;br /&gt;
::And although I can understand why Voliol might have gotten the contrary impression in the AIV discussion, I'm not advocating a high bar for entry, here. I'm saying that if '''an editor has been told to avoid imposing their own judgment where they cannot articulate a rationale''' (such as when deciding whether [https://dwarffortresswiki.org/index.php/User_talk:Silverwing235#Disruptive_Editing commas] need to be inserted before every occurence of [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256609 “if”] and “as”; whether a pair of parentheses should be [https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;amp;diff=prev&amp;amp;oldid=256503 replaced] with an approximation to [https://en.wikipedia.org/wiki/Dash#Em_dash some other punctuation]; whether “he” and “she” should be [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256638 replaced], or [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256641 eliminated], or simply [https://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&amp;amp;diff=247445&amp;amp;oldid=247317 left alone] where they already occur; or whether [https://dwarffortresswiki.org/index.php?title=DF2014:Fairy&amp;amp;diff=prev&amp;amp;oldid=256548 miscellaneous comments oblique to the rest of an article] are necessary or even appropriate), as Silverwing235 has, '''but they continue to do so''', then that presents a problem related to both judgment and behavior (hence IDHT, tangential to CIR).&lt;br /&gt;
::---&lt;br /&gt;
::Now, I hate to have these two discussions at the same time, but at this point, it would be counterproductive to fork it, so: I see that Silverwing235 has actually objected to the ''whole AIV discussion'' on the basis that they do not believe DE constitutes vandalism (which obviously it does not, in general). But as I acknowledged in my first contribution there, the prior AIV thread seemed to be the most appropriate place to make my comments due to the discussion which showed this user has faced similar criticism before. And, as I mentioned both above and in AIV, there is a pattern of civility issues which existed at least as early as that AIV thread. In particular, their [https://dwarffortresswiki.org/index.php/User_talk:Loci#Discussion_in.2C_supposedly.2C_proper_context... responses] to criticism from Loci and in this case have been a mixture of aggressive and [[wikipedia:WP:INDCRIT|passive-aggressive]]. And again, it's hard to assume good faith when critical comments are removed ''immediately'' and without either '''a discussion''' or a '''clear''' and '''substantial''' '''acknowledgment''' that those comments referred to an ongoing pattern of behavior that must change (change ''what'', change ''how'', change ''why''). I.e., yes, users control their own talk pages, but that doesn't prevent their changes from being interpreted one way or another; and in this case, it's hard not to interpret Silverwing235's changes as ''avoiding the issue''. I understand their stated desire to avoid content which [[wikipedia:WP:MASTODON|affects them emotionally]], but this is about conduct as much as it is about content.&lt;br /&gt;
::---&lt;br /&gt;
::The only reason I've raised this is to avoid continued unease. I don't like writing about disputes, and I prefer to think of the wiki community as inclusive rather than exclusive. But again, it's harder to want to edit if this behavior—not just from Silverwing235, but from ''any'' editor—is unconstrained except by laborious trial and error (a huge time ''and energy'' suck, when you consider putting up with breaks from CIVIL). And I'm not alone in this (which I mention only to emphasize that this is not personal—and I'm ''not'' invoking a silent majority, whether one exists or not, and ultimately, it's not just about this one editor).&lt;br /&gt;
::---&lt;br /&gt;
::In any case, I appreciate your participation in the matter and in conveying suggestions about specific edits to this editor.&lt;br /&gt;
::'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 22:39, 15 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Point one: Yes, the notion about 'a more explicit acknowledgement' was accurate. A personal policy that I came up with re my talk page: 'If it would cause me significant emotional distress, either immediately or at any time during a review of the content, (aka: 'Nope, not having ''that'' around, causing trouble') it gets removed. If, IMHO, the removal itself would raise questions (as it appears to have done in this case) it will at least get a hopefully emotionally-neutral summary and acknowledgement of the thing that caused my upset to begin with. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:27, 15 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
Hello. I noticed in the recent changes you reverted the edit on [[Textile Industry]], and I realized that my edit on [[Expedition Leader]] falls in the same category. The problem is that, as long as they exist, those pages will always appear on autocomplete, and they won't redirect properly if left as is. So I propose that until a decision is made for them to be deleted, that they be allowed to redirect properly to not confuse people who find them through autocomplete, like me. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 20:51, 15 February 2021 (UTC)&lt;br /&gt;
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:The underlying cause here is a Mediawiki bug with double redirects, discussed in detail at [[DF:REDIR]]'s talk page. Making ''any'' sort of edit to the first page in the chain will fix broken double redirects, so even though I reverted your edit, [[Textile Industry]] redirects correctly now, even from the search bar.&amp;lt;br&amp;gt;The other important point is that you need to use &amp;quot;cv&amp;quot; for the namespace in redirect targets - hardcoding a specific version like &amp;quot;DF2014&amp;quot; will have the wrong behavior when we add a new namespace. In this case, I have deleted the page you edited, since [[Expedition leader]] (lowercase L) already exists and turns up in search results (and follows [[DF:Rule N]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:16, 15 February 2021 (UTC)&lt;br /&gt;
::Very well. Thank you for your time. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:22, 15 February 2021 (UTC)&lt;br /&gt;
:::I should clarify: you're welcome to fix redirects like this that you notice, as long as you use &amp;quot;cv&amp;quot; (and there's a reminder that appears above the edit box when editing pages in the main namespace, in case that's useful). If you notice redirects whose only difference is capitalization, feel free to tag them for deletion with {{tl|delete}} and I can handle them. It occurs to me now that [[Textile Industry]] is another example of that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:26, 15 February 2021 (UTC)&lt;br /&gt;
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== Drastic error in judgement ensues.. ==&lt;br /&gt;
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Derped by starting [https://dwarffortresswiki.org/index.php/DF2014_Talk:Block this up], in a way it turned out I rather shouldn't have - mind cleaning up? Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:43, 22 February 2021 (UTC)&lt;br /&gt;
:I'm not sure - what are you asking me to do? I'm hesitant to remove a discussion entirely, but if it's redundant to one on another talk page, I suppose I could archive it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:24, 23 February 2021 (UTC)&lt;br /&gt;
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...Yeah, archival was what I meant - one is always slightly frazzled when caught prepping to sign off for the night. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:49, 23 February 2021 (UTC)&lt;br /&gt;
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== Random/cv ==&lt;br /&gt;
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Not that I want more clutter, but what do you think about putting a [[Special:Random/cv]] link in the sidebar? '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:24, 23 February 2021 (UTC)&lt;br /&gt;
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:Do you always want that there, or just in the current version's namespace? For reference, there are custom links added in some namespaces already, like [[Special:Random/Masterwork]] on [[Masterwork:Orc]], so a fourth &amp;quot;random&amp;quot; link on that sidebar could add some clutter. I would lean towards doing this just for versioned pages, but I'm not sure what you think is best. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:55, 26 February 2021 (UTC)&lt;br /&gt;
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::I don't know. As I said, I'm also not interested in more clutter. Personally, I've frequently been using a bookmark to random/cv just to get a sense of what's on the wiki these days (since I've been “away”/uninvolved). Obviously I don't think that's a good reason for the wiki to change anything, though.&amp;lt;br /&amp;gt;When I wrote this on your talk page, my thinking was this: if I'm a new player (or a former one), and I want to know ''what there is'' in this huge game that I don't already know everything about, maybe I'll go to the wiki and click &amp;quot;random page&amp;quot; a few times to satisfy my curiosity. I can always click it again if I end up on something in the Masterwork: namespace (or, if it's in v0.31 etc., just click the link in the Av template). But I'll have to do that ''most'' of the time, since articles in non-cv namespaces outnumber articles in cv. (Right?)&amp;lt;br /&amp;gt;I.e., I think my suggestion is only really relevant (at least from the point-of-view of my reasons for bringing it up at all) on the landing/main page. I'm ''not'' attached to it enough to say it should go everywhere. If there's no convenient way to exclude it from pages where there are already namespace-specific random links in the sidebar, then I'm not about to suggest anyone should spend their limited time on the planet worrying about it after all.&lt;br /&gt;
::'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 18:54, 26 February 2021 (UTC)&lt;br /&gt;
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:::[https://www.mediawiki.org/wiki/Manual:$wgContentNamespaces This Mediawiki setting] came to mind as a potential easy way to exclude certain namespaces from [[Special:Random]] by default, but unfortunately it also affects some other special pages that we may not want to change. I could probably update our custom sidebar logic (which I believe is in [[mw:common.js]]) but it likely won't be a high priority. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:50, 28 February 2021 (UTC)&lt;br /&gt;
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== Handling &amp;quot;!!science!!&amp;quot;-style additions ==&lt;br /&gt;
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Sorry to repeatedly bring things to you—I don't really know who does what here now, or if there's a discussion board somewhere this belongs on (other than the talk page for just one of the related articles). Could you take a look at [[DF2014_Talk:Stress#SalfordSal_and_0.47.05|this discussion]]?&amp;lt;br /&amp;gt;As I mention there, there are a couple of other edits by that IP user at around the same time that (at a glance) look like they are probably similar. In the case of [[stress]], at least, the content of the article prior to the additions is now buried under a single user's experimental results for a game version one year out-of-date.&lt;br /&gt;
'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 18:36, 26 February 2021 (UTC)&lt;br /&gt;
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:I left a comment on the article's talk page. The timing seemed to line up with [http://www.bay12forums.com/smf/index.php?topic=175214.msg8252465#msg8252465] closely enough that I also left a comment there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:25, 28 February 2021 (UTC)&lt;br /&gt;
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== A minor but rather elegant Gordian Knot of an error... ==&lt;br /&gt;
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Is there any chance of fixing an [https://dwarffortresswiki.org/index.php?title=DF2014:Noise&amp;amp;curid=31900&amp;amp;diff=257273&amp;amp;oldid=250713| accidental red link] in the diff explanation, created when attempting to directly cite the reason's source, of an anonymous comment on the article's talk page, by citing the page instead of (obviously) the comment? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:06, 3 March 2021 (UTC)&lt;br /&gt;
:Edit summaries can't be changed, unfortunately. In case you were unaware, they can be previewed when you click the &amp;quot;Show preview&amp;quot; button (alternatively, just mentioning &amp;quot;the talk page&amp;quot; for something like this would be fine too). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:12, 3 March 2021 (UTC)&lt;br /&gt;
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== Minor matter afoot.... ==&lt;br /&gt;
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As it happens, I seem to have [https://dwarffortresswiki.org/index.php?title=DF2014:House&amp;amp;oldid=257129| edited myself into a corner] re proper formatting on the Towers of Bologna reference over here. Some help, please?&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:51, 7 August 2021 (UTC)&lt;br /&gt;
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:If you meant the &amp;quot;Towers of Bologna&amp;quot; link, you can use the [https://en.wikipedia.org/wiki/Help:Pipe_trick pipe trick] for that (which I did in [https://dwarffortresswiki.org/index.php?title=DF2014:House&amp;amp;diff=prev&amp;amp;oldid=258665]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:09, 7 August 2021 (UTC)&lt;br /&gt;
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== Technical issues ==&lt;br /&gt;
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Found a bare wire in the wall, somewhat beyond my skill level on account of it leading to, as it were, a broken widget -  (https://dwarffortresswiki.org/index.php?title=DF2014:Orientation&amp;amp;curid=40938&amp;amp;diff=258997&amp;amp;oldid=258309) analysis, if you please? Thanks.&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:51, 6 September 2021 (UTC)&lt;br /&gt;
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== Issue with #rreplace ==&lt;br /&gt;
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Hi Lethosor. I want to bring up a possible MediaWiki Extension-related issue: when there's a lot of #rreplace functions (part of [[mediawikiwiki:Extension:RegexFunctions|RegexFunctions]]) on a page, they start breaking and outputting blank after the first hundred instances. I've experimented with a few different regex patterns and replacements, and this number doesn't seem to change. I currently have an [[User:Doorkeeper/sandbox|example on my sandbox]]. Checking the HTML source shows nothing out of the ordinary on the newpp report.&lt;br /&gt;
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On the [[creature token]] page, there's more than a hundred {{t|token}}s being used (e.g. {{token|GOOD|c}}); they start linking to the Main Page after a little before section O. This is because {{t|token}} uses #rreplace as a method to remove spaces in the {{{2}}} or 'token type' parameter, so that the #switch function can still match strings in case an editor leaves a space in. However since #rreplace stops working after the first hundred (returns blank), the #switch matching fails and defaults, which is currently set to Main Page (the default page was originally [[Creature]]; it should probably default to a more relevant page). But yeah, noticing misdirecting {{t|token}} links on that page is what led me to #rreplace.&lt;br /&gt;
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Removing #rreplace from the template will fix the issue (it'll lose its space-checking ability, which doesn't seem too big a deal), but I was wondering if it's possible to fix/update #rreplace or RegexFunctions itself, since this seems like a severe limitation. I don't know if #rreplace is used on other templates or if they're used a lot anywhere else on the wiki. It may not even be a problem with the extension. Either way, I thought it would be best to bring up this issue to you (or to another admin reading this). – [[User:Doorkeeper|Doorkeeper]] 05:45, 13 October 2021 (UTC)&lt;br /&gt;
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:It's a deliberate limitation - we have the ``wgRegexFunctionsPerPage`` config variable set to 100 (up from the default of 10). I don't know exactly what performance impact would come from increasing it. Version 2 of the extension seems to have [https://github.com/wikimedia/mediawiki-extensions-RegexFunctions/commit/7b56f126fdb2c88375e77bca9cc7bf55eaefb3af removed all config variables], so maybe it is fine to just upgrade the extension. You can see the old documentation [https://www.mediawiki.org/w/index.php?title=Extension:RegexFunctions&amp;amp;oldid=3676687 here]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 15 October 2021 (UTC)&lt;br /&gt;
:I also see you've made a fair number of changes to the token template. Should [https://dwarffortresswiki.org/index.php?title=Template:Token/guess_type&amp;amp;diff=259366&amp;amp;oldid=259363] be reverted? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 15 October 2021 (UTC)&lt;br /&gt;
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::If regex functions are just parser functions, then wouldn't they still be [[wikipedia:WP:TLIMIT|limited by MediaWiki software]]? This means that a limit will still exist to prevent overloading, just at a much higher cap. I have no knowledge about the other configuration changes though, or if you or someone else had set up the other configs in the past differently that would affect how the templates using regex will work post-upgrade. Is this what you meant by performance? Optionally, if you're still unsure about upgrading, you could raise the limit a little instead. DF2014:Creature token currently exceeds the limit by 51. I think 200-500 is enough to fix things now and later down the line. Most other wikis I've seen that have RegexFunctions still use 1.5.0, so this is probably the better/safer option. I changed my mind about #rreplace and would like for it to remain, however the limitation is still causing issues for the page. The revert did mitigate it somewhat, but [[DF2014:Creature token#NOTHOUGHT|not perfectly]]. – [[User:Doorkeeper|Doorkeeper]] 13:17, 13 December 2021 (UTC)&lt;br /&gt;
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Unrelated, but I'd like to request for [[mediawikiwiki:Snippets/Horizontal lists|horizontal lists]]. This feature allows for [[wikipedia:MOS:HLIST|single-row styled lists]] using wiki markups in tables, templates, etc. A lot wikis including WP use them. I want to redesign [[Template:Navbox]], and hlists would be very useful. – [[User:Doorkeeper|Doorkeeper]] 13:24, 13 December 2021 (UTC)&lt;br /&gt;
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== May want to lock down at least the LNP page to non-registered users... ==&lt;br /&gt;
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....for a while (two weeks, perhaps?) as we have a dumbass about...the kind of [https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;amp;oldid=259549| trollish dumbass] who has been sufficiently irritating to deserve an IP trace and a knife in the face, IMHO. &amp;quot;Can't troll on the internet if you're dead, hey? Yeah, let's see how you deal with that.&amp;quot; kind of thing,&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 20:49, 5 November 2021 (UTC)&lt;br /&gt;
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:Threats of violence are not acceptable. Consider this a warning. People will inevitably vandalize a public wiki; the appropriate course of action is to post to [[DF:AIV]] or alert an admin, as you did. I blocked the IPs in question and protected the page, so hopefully that helps with the immediate issue. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:39, 6 November 2021 (UTC)&lt;br /&gt;
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== Copyright issues... ==&lt;br /&gt;
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...as in, Meph's recent tileset takedown [https://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki_talk:Copyrights produced a discussion]. Your contribution may be needed, but particularly, the exact wording of the copyright template needs some adjusting - mind pointing me at it? Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:51, 21 November 2021 (UTC)&lt;br /&gt;
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:Are you referring to the &amp;quot;Text is available under GFDL &amp;amp; MIT&amp;quot; suggestion? It's a rather long discussion, so I'm not sure. If so, that is a [https://www.mediawiki.org/wiki/Help:System_message system message], which can only be edited by admins. You can identify the appropriate message ID by overriding the language code to &amp;quot;qqx&amp;quot; as described in that article. Looks like [[mediawiki:copyright]] to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:41, 25 December 2021 (UTC)&lt;br /&gt;
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Yes, I was of course referring to the system message edit suggestion -  thanks &amp;amp; happy Xmas. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:25, 25 December 2021 (UTC)&lt;br /&gt;
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* Comment: While on topic, you might want to add a caveat excluding the content of games raws used on the wiki from the general copyright. I assume we are using them with Today's blessing, however, I doubt that Toady would wave his rights over their content. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:50, 30 December 2021 (UTC)&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
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Thanks, I was wondering about that, glad you guys have a policy. Also on unrelated topic, would love to hear what you think regarding the [[Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions|terminology in use on skill articles]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:55, 22 December 2021 (UTC)&lt;br /&gt;
:At a high level, I am in favor of standardization. I haven't had much time to look at that discussion in detail. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:38, 25 December 2021 (UTC)&lt;br /&gt;
::Essentially it is a question of standardization. I outlined (1) some discrepancies in the lead of various skill articles, and I believe (2) the terms in the infobox might be misleading, and referred everywhere else differently. Input from more experienced users of this wiki would be appreciated regarding the direction to take.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 26 December 2021 (UTC)&lt;br /&gt;
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Question: How do link from the DF2014 namespace to the main namespace. For example: when I try to link to [[Dwarf Fortress Talk]] from [[DF2014:modding]] it shows broken because it only looks up DF2014 namespace and I don't know how to prefix the mainspace. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:32, 30 December 2021 (UTC)&lt;br /&gt;
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:&amp;quot;Main&amp;quot; as the namespace should work (it's an alias that we've set up). Ex: [[Main:Dwarf Fortress Talk]] or [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:15, 1 January 2022 (UTC)&lt;br /&gt;
:: That works, thank you. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 2 January 2022 (UTC)&lt;br /&gt;
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== Columns-list ==&lt;br /&gt;
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Any objections for adding the a [https://en.wikipedia.org/wiki/Template:Columns-list Columns-list] template to replace large list represented by tables. It's easy to use, easy to adjust option that allows to fit more information horizontally (where possible) using columns and wouldn't break layout like on multi columns tables can, like on some mobile devices. &lt;br /&gt;
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I made an example: [[User:Jan/Columns-list]] for creatures in [[Desert]]. All you need is provide desired column width or number. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:54, 24 December 2021 (UTC)&lt;br /&gt;
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:Seems like a fine approach to me, as long as it's used for tables where we don't anticipate needing more than one column per entry (so I think [[Desert]] is a good use-case). As a plus, it looks like it falls back to a single-column list for browsers that don't support it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:38, 25 December 2021 (UTC)&lt;br /&gt;
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:: Sound good. I created [[Template:Columns-list]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 26 December 2021 (UTC)&lt;br /&gt;
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== Found a script [[User:Lethosor/rater_0.1.js| stuck in its drawer]]... ==&lt;br /&gt;
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...in what might be called the 'Mistakes' subsection, while cleaning up. That is to say, we have a 'Quality ranks in invalid namespaces' situation. What to do?&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:19, 16 January 2022 (UTC)&lt;br /&gt;
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== Spam issues ==&lt;br /&gt;
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For once, what I'd otherwise have to say is available [https://dwarffortresswiki.org/index.php?title=Python&amp;amp;curid=38885&amp;amp;diff=263697&amp;amp;oldid=263696 in the diff desc]. I imagine there's also a Magic redirect that needs some of the same protective treatment. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:32, 21 April 2022 (UTC) &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:32, 21 April 2022 (UTC)&lt;br /&gt;
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:Quietust protected [[Python]]. I protected [[Magic]] just now. I think that's what you meant, but could you please be more clear with your requests in the future? Thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:40, 22 April 2022 (UTC)&lt;br /&gt;
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== Mediawiki:Licenses ==&lt;br /&gt;
This is kind of an awkward thing to ask, but... am I allowed temporary access to edit the Mediawiki:Licenses page? There are a lot of licenses I think should be added, so it's nice and up to date. I'm happy with your decision either way, I just thought you wouldn't want me constantly bothering you for every little thing I think should be added. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:10, 3 July 2022 (UTC)&lt;br /&gt;
:No, it's not something I can grant on a per-page basis, unfortunately. But if you make the edits you want to a user page or sandbox or somewhere else, I'd be happy to copy them in. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:48, 5 July 2022 (UTC)&lt;br /&gt;
::Alright then, here's one for the CC0 license: [[:Template:cc-0]] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:22, 21 July 2022 (UTC)&lt;br /&gt;
:::Here's another: [[:Template:Cc-by-nc-nd-4.0]] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:28, 21 July 2022 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
::::Aaaaand another [[:Template:Cc-by-nd-4.0]] and another [[:Template:Cc-by-sa-4.0]]&lt;br /&gt;
Please also include the title you want. Ideally in the format that page uses. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:43, 21 July 2022 (UTC)&lt;br /&gt;
:::::I thought the titles within those templates were the giveaway, but very well:&lt;br /&gt;
*[[:Template:cc-0]] - Creative Commons Public Domain&lt;br /&gt;
*[[:Template:Cc-by-nc-nd-4.0]] - Creative Commons Attribution Non-Commercial NoDerivatives 4.0 International&lt;br /&gt;
*[[:Template:Cc-by-nd-4.0]] - Creative Commons Attribution-NoDerivatives 4.0 International&lt;br /&gt;
*[[:Template:Cc-by-sa-4.0]] - Creative Commons Attribution-ShareAlike 4.0&lt;br /&gt;
*[[:Template:Cc-a-2.0]] - Creative Commons Attribution 2.0 Generic (give or take the &amp;quot;generic&amp;quot; part)&lt;br /&gt;
*[[:Template:Cc-by-nc-2.5]] - Creative Commons Attribution-NonCommercial 2.5 Generic (give or take the &amp;quot;generic&amp;quot; part)&lt;br /&gt;
*[[:Template:Cc-2.5]] - Creative Commons Attribution 2.5 Generic&lt;br /&gt;
*[[:Template:Cc-2.5-au]] - Creative Commons Attribution 2.5 Australia&lt;br /&gt;
*[[:Template:Cc-by-2.0-uk]] - Creative Commons Attribution 2.0 UK: England &amp;amp; Wales&lt;br /&gt;
*[[:Template:Cc-by-3.0-us]] - Creative Commons Attribution 3.0 United States&lt;br /&gt;
*[[:Template:Stock_photo]] - Stock Photo Image&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;I do not know the license&amp;quot; and &amp;quot;found the image somewhere&amp;quot; templates seem to be broken or missing. Not sure if I should make templates for those or not... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:24, 21 July 2022 (UTC)&lt;br /&gt;
:Ehh, what the hell, I made those two templates anyway. [[:Template:License_unknown]] and [[:Template:Found_image]]. If you need 'em, fine. If not, still fine. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:28, 21 July 2022 (UTC)&lt;br /&gt;
::Here's more&lt;br /&gt;
*[[:Template:public_domain]] - Public Domain&lt;br /&gt;
*[[:Template:Cc-1-uni]] - Creative Commons CC0 1.0 Universal&lt;br /&gt;
&lt;br /&gt;
Sorry for the delay. I have a lot of questions about which section(s) these should go in, etc.. I'm guessing you know the answers to these, so to save us some back-and-forth, could you make the changes you want to [[Dwarf_Fortress_Wiki:Sandbox/licenses]] (a copy) and let me know when they're ready to be copied in? Thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:14, 24 July 2022 (UTC)&lt;br /&gt;
:I made a mockup on my [[User:Zippy/sandbox|sandbox page]]. Note that the top two are marked by with a &amp;quot;(replace)&amp;quot; because I also made a &amp;quot;don't know&amp;quot; and &amp;quot;license unknown&amp;quot; template to replace the ones that seem to be missing/broken, for some reason. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:36, 27 July 2022 (UTC)&lt;br /&gt;
::Yeah... I notice you still haven't added these. Did I set this up wrong? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:53, 5 August 2022 (UTC)&lt;br /&gt;
:::Well, it wasn't in a format that I could easily paste in. I had to remove the bold text, remove your parenthetical remarks, and replace &amp;quot; - &amp;quot; with &amp;quot;|&amp;quot;. I think I got it right in [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=266031&amp;amp;oldid=264287]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:26, 30 August 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
May I suggest changing the &amp;quot;Dwarf Fortress Screenshot&amp;quot; choice to &amp;quot;Dwarf Fortress Screenshot and/or Game File&amp;quot;? Or making a separate one for game files? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:49, 29 December 2022 (UTC)&lt;br /&gt;
:What other &amp;quot;game files&amp;quot; are you thinking of? We should not be uploading full sprite sheets, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:22, 29 December 2022 (UTC)&lt;br /&gt;
::You didn't see my reply in the talk page about the game version? I showed a screenshot of a reply straight from Kitfox games allowing use of any game images. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:55, 29 December 2022 (UTC)&lt;br /&gt;
:::It helps to link to what you're talking about. Is it [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;amp;diff=278707&amp;amp;oldid=278700 this reply]? If so, that's referring to individual sprites, not sprite sheets. I have serious copyright concerns around uploading sprite sheets directly, and to me, &amp;quot;game files&amp;quot; sounds like files ''from the game'', e.g. sprite sheets. If you want me to change the dropdown to add &amp;quot;sprites&amp;quot; or maybe &amp;quot;individual sprites&amp;quot;, that's fine with me. Let me know if I'm misunderstanding. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 29 December 2022 (UTC)&lt;br /&gt;
::::I can't for the life of me understand how it would be okay to post every single sprite here (which we'd have to do eventually, to cover everything), but uploading an entire sprite sheet is an issue? I'm sure one of those sites dedicated to posting sprite sheets is gonna do that anyway. Granted, I can't think of a time when we would need to upload a whole sprite sheet. I guess &amp;quot;Dwarf Fortress Screenshot and/or Sprite(s)&amp;quot; would make more sense, yeah. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:19, 29 December 2022 (UTC)&lt;br /&gt;
:::::Sprite sheets are paid content. If someone posts them all, there is not much stopping someone from making a pirated copy of &amp;quot;premium&amp;quot; DF, and I am trying to stay as far away from that as we can. I can't control what piracy takes place on other sites. If there is a way we can avoid the technical overhead of uploading all 40,000 possible tiles, I am open to suggestions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:35, 29 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Watch&amp;quot; Template ==&lt;br /&gt;
&lt;br /&gt;
Sorry to keep bothering you with stuff, but I made a &amp;quot;watch&amp;quot; template on my [[User:Zippy/sandbox|sandbox page]]. It can be used for those ambiguous 50/50 situations where the copyright infringement is possible, but unknown. Do I have your permission to make that template a reality? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:54, 22 July 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it should be more specific, like {{tl|possible copyright issue}} and &amp;quot;the copyright status of this image is unconfirmed&amp;quot;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:44, 22 July 2022 (UTC)&lt;br /&gt;
::I changed it, but if the template is allowed, you might have to do some CSS changes so that one side isn't a mismatching blue. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:22, 22 July 2022 (UTC)&lt;br /&gt;
:::Take a look at {{tl|ambox/type}} for a list of valid types. Notably, &amp;quot;green&amp;quot; is not valid and falls back to the default, but &amp;quot;style&amp;quot; or &amp;quot;yellow&amp;quot; match pretty closely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:18, 22 July 2022 (UTC)&lt;br /&gt;
::::Fair enough. So.. am I allowed to make the template or..? Not sure how this works. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:47, 22 July 2022 (UTC)&lt;br /&gt;
:::::There are no restrictions on creating templates. That said, I still strongly recommend that you make the template more specific. &amp;quot;watch&amp;quot; is pretty vague for a single-purpose template like this. Can you rename it to {{tl|possible copyright issue}} or something similar? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:21, 23 July 2022 (UTC)&lt;br /&gt;
::::::Done. I even made the respective doc page. ([[:Template:Watch|Actual template]]) -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:02, 23 July 2022 (UTC)&lt;br /&gt;
:::::::Again, it's still named {{tl|watch}}, which I don't recommend (partly since Mediawiki already uses that term for [https://www.mediawiki.org/wiki/Help:Watching_pages something else]), but thanks for the docs. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:05, 23 July 2022 (UTC)&lt;br /&gt;
::::::::Done, but should the &amp;quot;watch&amp;quot; redirect stay so that it's not dissociated with images that already have the template? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:08, 23 July 2022 (UTC)&lt;br /&gt;
:::::::::Yeah, that's a good catch - the redirect should make it easier on us. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:13, 23 July 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for interwiki (inter-language) link to Chinese wiki ==&lt;br /&gt;
&lt;br /&gt;
Sorry for repeated content, but I'm wondering if the message has been captured from talk page of Main Page. So I decide to paste my content here as well. We would be really appreciated if interwiki link pointing to our site is enabled, as ''Dwarf Fortress'' itself has not been fully translated to Chinese ever, and our users might find it more convenient to search by English words on original English wiki, and then they may refer to the translated ones on Chinese wiki. Looking forward to a reply about whether it is possible or not. Thanks!&lt;br /&gt;
&lt;br /&gt;
Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 01:20, 11 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hi - sorry for not replying on the main page. We just recently fixed an issue preventing us from making configuration changes like this, so I hope I can add this soon. Thanks for reaching out! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 11 November 2022 (UTC)&lt;br /&gt;
::Replied on [[Talk:Main Page]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cannot create new user account ==&lt;br /&gt;
&lt;br /&gt;
I'm thinking I'm doing all right, but the system is always saying: &lt;br /&gt;
&lt;br /&gt;
''There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form.''&lt;br /&gt;
&lt;br /&gt;
at my attempts; I tried also to change email address with no good effect.&lt;br /&gt;
&lt;br /&gt;
Is anything I can do to solve this issue? Thanks --[[Special:Contributions/81.56.3.43|81.56.3.43]] 10:39, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure, sorry. It's working for me and other people: [https://dwarffortresswiki.org/index.php/Special:Log/newusers]. Try clearing your browser's cache, or using another browser. There may be a hidden field to catch spammers, so try avoiding autofill. Also make sure the captcha is working - you could try turning on Javascript if it's off. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:00, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Version number ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about changing the release information version number from: &amp;lt;code&amp;gt;0.50.x&amp;lt;/code&amp;gt; to: &amp;lt;code&amp;gt;50.x&amp;lt;/code&amp;gt;? This [[version number#Example|version numbering]] has been the convention for over two decade, with [[DF2014:Release information|current]] and past articles named so. Note that while posts on steam use the shorthand Tarns release in the game files still use the original convention --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 01:56, 14 December 2022 (UTC)&lt;br /&gt;
:I am sure. It's not just posts - the game itself identifies itself as &amp;quot;50.03&amp;quot; currently. I'm not personally a fan of the change, and I realize it's inconsistent with past versions, but it's what Toady is using now. I do recall seeing &amp;quot;0.50.01&amp;quot; in some .txt files originally, but as of 50.03, nearly all of those occurrences have been updated to &amp;quot;50.01&amp;quot;, so I think it was originally overlooked. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:42, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes to diagram ==&lt;br /&gt;
&lt;br /&gt;
Did something changed with diagram tag? its output all across the wiki seem more colorful than I recall e.g. [https://dwarffortresswiki.org/index.php/DF2014:Trap_design#Crosshair_trapping]. Here is a [https://ibb.co/yPSbcRq screenshot] for reference in case it is something on my end, that pinkish hue is new. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:35, 15 December 2022 (UTC)&lt;br /&gt;
:Hmm, looks normal on Firefox for me, [https://i.imgur.com/aHvPhw4.png screenshot] [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 16:07, 15 December 2022 (UTC)&lt;br /&gt;
:Odd, I cannot reproduce on Firefox or Chrome either (looks the same as [[User:Ziusudra|Ziusudra]]'s screenshot to me). Could you check your Javascript console ({{k|ctrl/cmd|shift|i}}) and see if you have any errors on that page? You can ignore any output from &amp;quot;JQMIGRATE&amp;quot;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:14, 15 December 2022 (UTC)&lt;br /&gt;
:: Seems like it is something on my end, probably going to be resolved once I can reboot. Thank for checking. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:50, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Account to update Book please, and thank you! ==&lt;br /&gt;
&lt;br /&gt;
Hello! I was just looking at quires and books in v50, and wanted to confirm that the value bug for books is still present. &lt;br /&gt;
&lt;br /&gt;
Given an unbound, written quire valued at 57#, the final value after adding 20# of binding and thread is 48# in v50.&lt;br /&gt;
&lt;br /&gt;
I would love an account to note this or at least mention it on the Book talk page. Thanks!&lt;br /&gt;
&lt;br /&gt;
You can contact me at welkin.shibboleth@gmail.com&lt;br /&gt;
--[[Special:Contributions/68.171.119.95|68.171.119.95]] 04:24, 25 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You should be able to create an account at [[Special:CreateAccount]]. Are you having trouble with it? (You can also made edits without creating an account, like you just did here.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:20, 25 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Food Guide ==&lt;br /&gt;
I was trying to edit the one for the current steam version but it kept redirecting me, I'll make the changes to that one and revert my changes to the old one. [[User:Kenji 03|Kenji 03]] ([[User talk:Kenji 03|talk]]) 09:36, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics policies ==&lt;br /&gt;
&lt;br /&gt;
Hi, I dug through some of the data in my installation to figure out the graphic status thought bubbles (https://dwarffortresswiki.org/index.php/Status_icon). I'm quite willing to update that page with the information, however, I'm not sure what policies surround uploading graphics. Is there a specific size or format?&lt;br /&gt;
[[User:Briezee|Briezee]] ([[User talk:Briezee|talk]]) 02:45, 1 January 2023 (UTC)&lt;br /&gt;
:Just updated [[Dwarf_Fortress_Wiki:Versions#Premium.2FClassic]]. As for size, I would recommend trying to get screenshots at the &amp;quot;native&amp;quot; resolution, i.e. not zoomed in or out, to avoid blur caused by DF zooming. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:27, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== saltwater crocodile \ raws ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the help. been meaning to do something about the crocs for a while now. So I take it all the raw txt files are already on the wiki, and the creature pages just need updating? --[[User:Boromonokli|Boromonokli]] ([[User talk:Boromonokli|talk]]) 19:52, 1 January 2023 (UTC)&lt;br /&gt;
:Yes, as described at [[Dwarf_Fortress_Wiki_talk:Versions#v50_migration]] (just updated), raw pages have yet to be created, but they can be created manually as you found. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:21, 1 January 2023 (UTC)&lt;br /&gt;
::Have any raws been changed in v50? --[[User:Boromonokli|Boromonokli]] ([[User talk:Boromonokli|talk]]) 23:17, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile_man/raw&amp;diff=281296</id>
		<title>Saltwater crocodile man/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile_man/raw&amp;diff=281296"/>
		<updated>2023-01-01T19:54:49Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{raw header|creature|CROCODILE_SALTWATER_MAN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_tropical.txt|CREATURE|CROCODILE_SALTWATER_MAN|{{{1|}}}|v50:c_variation...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CROCODILE_SALTWATER_MAN}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_tropical.txt|CREATURE|CROCODILE_SALTWATER_MAN|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CROCODILE_SALTWATER_MAN}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_saltwater_crocodile/raw&amp;diff=281294</id>
		<title>Giant saltwater crocodile/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_saltwater_crocodile/raw&amp;diff=281294"/>
		<updated>2023-01-01T19:53:17Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;{{raw header|creature|GIANT_CROCODILE_SALTWATER}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_tropical.txt|CREATURE|GIANT_CROCODILE_SALTWATER|{{{1|}}}|v50:c_varia...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|GIANT_CROCODILE_SALTWATER}}&amp;lt;/noinclude&amp;gt;{{variation raw|v50:creature_large_tropical.txt|CREATURE|GIANT_CROCODILE_SALTWATER|{{{1|}}}|v50:c_variation_default.txt}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|GIANT_CROCODILE_SALTWATER}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=281292</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=281292"/>
		<updated>2023-01-01T19:52:05Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* saltwater crocodile \ raws */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
I've forgotten my password. User: Bumber&lt;br /&gt;
&lt;br /&gt;
:You don't seem to have an email address associated with your account. I sent a message to Bumber on the forums, assuming that's you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 30 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
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== v0.42.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;amp;diff=222917&amp;amp;oldid=222913 new critters in v0.42.05]. It would also be nice if your bot could auto-create the new creature pages so we don't end up with [[back bear man]] and the like.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:05, 2 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quietust updated the extension, but I'm having trouble deploying the changes for some reason (which Emily can hopefully figure out). I don't know if I'll have enough time this/next week to write a script to create the new creature pages - if not, Quietust might have something still laying around from 0.34/0.40. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 6 February 2016 (UTC)&lt;br /&gt;
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== Page move reminder ==&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Box]] to [[DF2014:Container]] please. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 23:01, 7 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. It took me a second to figure out what the issue was - I'm surprised Mediawiki wouldn't let you move a page over another one that was just a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 10 July 2016 (UTC)&lt;br /&gt;
::Thanks! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:50, 11 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.43.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the changes through v0.43.05.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 2 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 22 August 2016 (UTC)&lt;br /&gt;
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== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
Discussion here: [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Solution_for_this]] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:49, 21 November 2016 (UTC)&lt;br /&gt;
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== Vandalism ==&lt;br /&gt;
&lt;br /&gt;
We had an attack on August 3rd. [[Talk:Main Page (fix plz)]] ‎needs moved back to Talk:Main Page, and the rest of [http://dwarffortresswiki.org/index.php/Special:Contributions/Etihand the vandal's handiwork] can just be deleted. I can't think of any legitimate reason a user would need to move Talk:Main Page, so it should probably be move-locked to prevent future hijacks.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:53, 7 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be cleaned up now. Sorry for the delay there. [[Main Page]] was already move-protected, but apparently that didn't apply to the talk page, so both should be move-protected now too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:29, 8 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sorry, I need a password reset ==&lt;br /&gt;
&lt;br /&gt;
I just logged in, saw the post about passwords needing to be changed. (Feeling all smart since I just setup a password manager) I updated my password, only to realize I didn't save the new password correctly in the manager. I tried to reset it but the wiki had a note saying to contact you since it can't do outbound email right now.&lt;br /&gt;
&lt;br /&gt;
My user name is [[Frobnic8]]. &lt;br /&gt;
&lt;br /&gt;
My most notable contribution here are the PDF versions of the old Bronzemurder illustration by Tim Denee: [[Bronzemurder]]&lt;br /&gt;
&lt;br /&gt;
The files are still hosted at my website. To prove it's me, I've also left you a note at http://eldritch.org/erskin/temp/df_wiki.txt&lt;br /&gt;
&lt;br /&gt;
Sorry for the hassle, but if you could set me a temporary password or send me a link to a password reset to the associated email address for the account, that'd be awesome.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/70.163.4.102|70.163.4.102]] 15:40, 30 October 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks! --[[User:Frobnic8|Frobnic8]] ([[User talk:Frobnic8|talk]]) 02:51, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Password reset ==&lt;br /&gt;
&lt;br /&gt;
I could have sworn I did this already, but now there's no sign of my edit here. Dunno what happened to it. Can I please get a password reset for user Urist McDorf. I believe the email info associated is still good (j*y@y*m). Thanks. [[Special:Contributions/108.49.199.220|108.49.199.220]] 06:56, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Totally failed to make an account ==&lt;br /&gt;
&lt;br /&gt;
Really think I did everything right.&lt;br /&gt;
&lt;br /&gt;
The Captcha app you are using says it &amp;quot;shutdown&amp;quot; on 3-31-2018 so i'm wondering if that's the issue. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.201.251.142|216.201.251.142]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, we know about it. Emi and Briess are working on some upgrades, and we'll try to upgrade the captcha once it's done. In the meantime, you can PM me on the forums (or email me at gmail.com) and I think I can set up an account for you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:41, 13 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Chemist Page Quality Rating ==&lt;br /&gt;
&lt;br /&gt;
The quality rating of the [[chemist]] page is listed as *Superior*, despite being a stub. I can't even decrease the quality down to +Fine+ using the rating script.&lt;br /&gt;
I added the memory attribute as stated by Toady's recent FotF reply, and I'll insert the relevant [[topics]] for the skill, but there's probably a lot more work to be done.&lt;br /&gt;
--[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 06:39, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;override&amp;quot; link [http://dwarffortresswiki.org/index.php?title=DF2014:Chemist&amp;amp;action=history worked for me]. You have to click on the rating at the top that you want to select, then submit. The calculated score is unreliable, to say the least. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I couldn't figure out how the override worked and just assumed it was an admin thing. Didn't realize you had to click one of the quality options at the top. &amp;amp;mdash;[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 22:18, 3 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [Proposition] - Wiki preview popups ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
I've read quite a bit of wikipedia these last few days (the real wikipedia website), and I've come to use their preview feature quite a few times.&lt;br /&gt;
In case you don't know, the preview is a little JS pop-up that shows an image and some text when you hover a link.&lt;br /&gt;
So, you get a rough idea of what the thing is, and you don't have to load the full page (you can still if you click the link).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feature is not in DF wiki, and I was thinking maybe it could be, as it greatly increase readability (since you don't have to open a new page, read the first few lines, go back, and waste time figuring out where you were; for every topic you're unaware of).&lt;br /&gt;
&lt;br /&gt;
I'm not sure whether I should ask you, or Briess or anyone, but since you've made quite some wiki Extensions, I'll ask anyway.&lt;br /&gt;
&lt;br /&gt;
So, do you think it could be a viable idea to turn this feature on ?&lt;br /&gt;
&lt;br /&gt;
Here's a mediawiki tutorial on how to set this up, just in case :&lt;br /&gt;
[https://www.mediawiki.org/wiki/Extension:Popups]&lt;br /&gt;
&lt;br /&gt;
Cheers ! =D&lt;br /&gt;
- Spriggans&lt;br /&gt;
Aug, 17 2018&lt;br /&gt;
&lt;br /&gt;
:It does sound useful, but it claims to require MediaWiki 1.25+, so it'll probably have to wait until we finish upgrading. There are instructions for 1.24 or earlier in the article, though - I'm not sure how far back &amp;quot;or earlier&amp;quot; includes. The two extensions it depends on, TextExtracts and PageImages, require 1.23+ and 1.25+ respectively, so it's unlikely that it'll work on our current (pre-upgrade) setup. &lt;br /&gt;
:(I am a good person to ask, by the way, and &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; is probably a more convenient way to sign comments.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:14, 17 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aesthetically Pleasing Things ==&lt;br /&gt;
&lt;br /&gt;
I know I posted this before but... do I have your permission to spice up some of the templates of tables? I could make some look better and &amp;quot;cleaner&amp;quot; than they do now. Also, are there any plans to change the default look of the wiki? I don't mean this in a nasty way, white with black text is pretty... generic. - [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:20, 4 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auto-Welcome ==&lt;br /&gt;
&lt;br /&gt;
It looks like your bot is automatically welcoming editors. Unfortunately, due to the nature of rotating IP addresses, it appears your bot has [//www.dwarffortresswiki.org/index.php/Special:Contributions/LethosorBot welcomed one anonymous user] 7 times in the last 5 days. Perhaps it would be best to restrict auto-welcoming to non-IP users?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:55, 16 June 2019 (UTC)&lt;br /&gt;
:Yeah, that's the AutoWelcomeUser extension (just set up to attribute edits to my bot). I definitely agree that it should be changed, and I'll look into it. Fun fact: this was enabled on the old wiki, but I had written it for a ''slightly'' newer Mediawiki version, so I had forgotten about it since it didn't actually work until we upgraded. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 16 June 2019 (UTC)&lt;br /&gt;
:I think this is fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:57, 18 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== On &amp;quot;Acceptable&amp;quot; Commas ==&lt;br /&gt;
&lt;br /&gt;
Regarding [//www.dwarffortresswiki.org/index.php?title=DF2014:World_generation&amp;amp;curid=32663&amp;amp;diff=245045&amp;amp;oldid=245044 this edit]:&lt;br /&gt;
&lt;br /&gt;
Per the [//en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] (referenced as [[Dwarf_Fortress_Wiki:Community_Portal#S|Rule S]]): &amp;quot;Where more than one style is acceptable under MoS, editors should not change an article from one of those styles to another without a good reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, while that comma is indeed &amp;quot;acceptable&amp;quot; (or optional), editing to add that optional comma is not. I intentionally did not put a comma there when I added that sentence, and I believe my punctuational preference is at least as valid as ‎Silverwing235's.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:12, 17 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not convinced that comma is optional, but I didn't realize you had added that sentence (I thought it was part of the original quote from Toady before your changes, so I was mistakenly applying rule S there as well). Apologies, and it's your call as to what to do there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:21, 17 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Embark points ==&lt;br /&gt;
&lt;br /&gt;
There's no page explaining embark points in-depth; can I make such a page? Or at least add it to the embark page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:39, 21 June 2019 (UTC)&lt;br /&gt;
: I'd add it to the embark page since I'm not sure it warrants a separate page unless it's a ''lot'' of detail (i.e. more than the current embark page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 21 June 2019 (UTC)&lt;br /&gt;
:: With what I have planned, there's a ton of things I can go over which can fill a page. I can make a &amp;quot;workbench&amp;quot;/fake page and you can tell me if it's worthy or not. Also, is it possible to put things in &amp;quot;collapsable/expandable&amp;quot; tables to not badly stretch out pages? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:14, 22 June 2019 (UTC)&lt;br /&gt;
:: Sorry, one more thing. You know the &amp;quot;Urist likes [something] for their [something].&amp;quot;? Are these made up on the spot or is that info taken directly from somewhere? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:59, 22 June 2019 (UTC)&lt;br /&gt;
::: I'm not sure how much detail you can go into about just embark points, but sure, feel free to make a test page if you like and I can provide some input. I wouldn't put things in collapsible tables just because of page length, because pretty much no other page does that (except for some things that aren't really part of the content of a page, like nav boxes and raws). If you're referring to things like &amp;quot;Urist likes [creature]&amp;quot; from pages like [[DF2014:Cat]], those are generated from the raws. I'm not sure if that appears on any other types of pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:30, 23 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature font==&lt;br /&gt;
Are you alright if I change the font of the letters in the creature list? Sorry to say this but that font is kinda ugly. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:40, 29 June 2019 (UTC)&lt;br /&gt;
:Are you talking about [[DF2014:Creature]] or something else? I personally think that page looks fine, but what does it look like on your end? It might be some cross-browser issue that we can try to sort out. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:56, 29 June 2019 (UTC)&lt;br /&gt;
::Yes I do mean that DF2014:Creature page. The font of the letters that resemble the creatures are this ugly &amp;quot;Times New Roman&amp;quot;-esque font that looks like an eyesore to me. It could be a much smoother looking font. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:55, 1 July 2019 (UTC)&lt;br /&gt;
:::I noticed the font looks ugly on Firefox and Edge but not in the Tor Browser. So yeah, there's a weird browser thing going on and I don't know how to fix things for specific browsers on wiki's... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:45, 1 July 2019 (UTC)&lt;br /&gt;
::::I'm guessing you don't have the &amp;quot;Century&amp;quot; font installed, or accessible in those browsers for some reason. For reference, [https://i.imgur.com/wD6QMoG.png here] is what it looks like for me, definitely not Times. I'll see if it can be standardized. Does {{Raw Tile|c|6:0}} look ok to you? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:33, 1 July 2019 (UTC)&lt;br /&gt;
:::::At some point in the possibly-recent past, those letters looked the same for me as it did you, but one day it just changed to the uglier font. Also, it's impossible to use the &amp;quot;Upload newer version of this file&amp;quot; function, as that always gives weird errors: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Could not read or write file &amp;quot;mwstore://local-backend/local-public/6/6c/Biome_evil.png&amp;quot; due to insufficient permissions or missing directories/containers.&amp;lt;/span&amp;gt; I'm assuming I don't have access to do that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:07, 2 July 2019 (UTC)&lt;br /&gt;
::::::I figured out the setting that controlled the font, it's the &amp;quot;Allow pages to choose their own fonts, instead of your selections above&amp;quot; choice, but turning this option off can spoil the fonts everywhere else on other sites. There's something about (my) Firefox that's not recognizing the Century font, even though I have it. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:36, 2 July 2019 (UTC)&lt;br /&gt;
:::::::Yeah, not sure it's worth working around browser settings. Does the {{Raw Tile|c|6:0}} from above look ok to you or the same as the one on the creatures page? Also, that error is definitely not intentional; I'll look into it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:57, 2 July 2019 (UTC)&lt;br /&gt;
::::::::The C there looks alright. Creature tile lists on other pages look fine as it's using the &amp;quot;Tile&amp;quot; template, so maybe something's wrong with the template being used in the creature page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:55, 3 July 2019 (UTC)&lt;br /&gt;
:::::::::It's a custom template being used for those tables that specifies the font itself. I changed the font to fall back to the ones that {{tl|Tile}} uses. Does it look ok now? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:56, 3 July 2019 (UTC)&lt;br /&gt;
::::::::::It does not. But when I use a different computer, it's fine there (still on Firefox). Yeah, I can't figure this out. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:54, 4 July 2019 (UTC)&lt;br /&gt;
{{od|10}}&lt;br /&gt;
I've cleared the cache on the server side (I don't remember if I did that before). If that still doesn't help, maybe clearing your browser's cache would help? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:29, 4 July 2019 (UTC)&lt;br /&gt;
::Well, I cleared 1GB worth of data, but that didn't fix the issue? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:14, 5 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BREAKING NEWS ==&lt;br /&gt;
&lt;br /&gt;
Here comes Supernerd... the coolest and greatest editor ever on [[Dwarf Fortress Wiki]]. --[[User:Supernerd|Supernerd]] ([[User talk:Supernerd|talk]]) 10:47, 12 September 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal to translate the Wiki into Spanish ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good I am an expert player in the game and I would like to translate the wiki to help the Spanish community in this great game.&lt;br /&gt;
Should I translate it as I could?. &lt;br /&gt;
Here's my email for the answer: cheekonobreeko@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Just signal boosting on someone else's behalf... ==&lt;br /&gt;
&lt;br /&gt;
...apparently a researcher with [http://www.bay12forums.com/smf/index.php?topic=174850.0 research] on [[book]]s got themselves [http://www.bay12forums.com/smf/index.php?topic=175133.0 locked out of the lab]. Any support for this?  &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:02, 7 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor server-side issues... ==&lt;br /&gt;
&lt;br /&gt;
1. Broken(404) HTML links [[Quotes|here]].&lt;br /&gt;
&lt;br /&gt;
2. Creature [[Giant earthworm|variation]] needs to be added [[Worm|here]]. &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 21 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:These aren't server-side issues - they can be fixed by editing the pages. In the first case, the forums moved from bay12games.com/forums to bay12forums.com/smf (I'm not sure when that happened, or if there used to be a redirect, but I would recommend {{tl|cite forum}} to make them future-proof). The second issue you pointed out happens when creature variations don't follow the typical naming pattern, but you can override the variations that the templates display. See [[blue jay]], [[bluejay man]], and [[giant bluejay]] for examples, and feel free to let me know if you have any questions about those templates. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:30, 22 December 2019 (UTC)&lt;br /&gt;
:Update: looks like there's also {{tl|forum link}} if you prefer to keep the text that the links currently use (for #1). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:33, 22 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== can't login... user:garrieirons ==&lt;br /&gt;
&lt;br /&gt;
yeah I tried all the things and posted on the forum.&lt;br /&gt;
&lt;br /&gt;
any advice on how to get a password reset?&lt;br /&gt;
&lt;br /&gt;
https://dwarffortresswiki.org/index.php/User:GarrieIrons&lt;br /&gt;
&lt;br /&gt;
Sorry if you're not an admin.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Garrie&lt;br /&gt;
&lt;br /&gt;
Symptom:&lt;br /&gt;
When I click the reset password link, and enter my user name (GarrieIrons) it tells me:&lt;br /&gt;
	'''A password reset email has already been sent, within the last 24 hours. To prevent abuse, only one password reset email will be sent per 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
Cheers again.&lt;br /&gt;
G&lt;br /&gt;
&lt;br /&gt;
:Ok, so it sounds like you already requested a password reset - did you get an email? It should have come from do-not-reply@dwarffortresswiki.org (make sure it didn't get sent to your spam folder). If you don't have access to the email address you registered with anymore, I can try to reset it some other way. Also, where did you post on the forums? I didn't see anything from you on the wiki board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:36, 16 February 2020 (UTC)&lt;br /&gt;
::To be clear, every password reset has resulted in the message above, but, no email. Can you tell me is it going to a hotmail, or a gmail address? If not, I'm stumped and I'll start a different account? &lt;br /&gt;
::Also...ok I looked at threads I guess. I coulda sworn at some time in the past I asked about this on the forum but I'm not finding it (only the thread I thought I responded to).&lt;br /&gt;
::G&lt;br /&gt;
:::OK I found a PM thread on the forum, from ages ago, referring me to you...but I'd never followed up... 🤦‍♂️ &lt;br /&gt;
:::G.&lt;br /&gt;
:::Looks like your username at hotmail.com - do you still have access to that? I just sent you a test email from the wiki, so let me know if that goes through. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:24, 18 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weirdness ensues... ==&lt;br /&gt;
&lt;br /&gt;
...Alright, maybe not, but then again...&lt;br /&gt;
[[Interaction_examples|this page]] is fine in Search, but spews redlinkery when linked to as if Ebola-infected - very puzzling. &lt;br /&gt;
---[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:16, 7 March 2020 (UTC) EDIT: And the mystery deepens, because apparently one has to be [[DF2014:Interaction_examples|very specific]] about phrasing...downright incantational,really...in order to get a clear result with this.&lt;br /&gt;
&lt;br /&gt;
:If you're in a versioned namespace (like DF2014), links will be within that namespace by default; otherwise, they will use the main namespace. Looks like a [https://dwarffortresswiki.org/index.php?title=Interaction_examples&amp;amp;action=history redirect was created] in this case and both of those links seem to work now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:56, 12 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obok Meatgod ==&lt;br /&gt;
&lt;br /&gt;
Hey Lethesor, thanks for all the work you do for DFhack. I have a favour to ask. I was using the &amp;quot;random page&amp;quot; feature and I stumbled upon [[Obok Meatgod|this article]]. The article is about an adventure mode game from the Bay12 forums where some dude modded genitals into his game so he could [do some really vile stuff]. I don't mean to bug ''you'' about it, but I'm getting an internal error when I try to start a talk page on the article. Basically, can you delete this article? I'm all for some good shock humour, and I know DF stories can get pretty brutal, but this doesn't really seem like it's supposed to be funny. The forum page it links back to just reads like some edge-lord's fanfic power fantasy. Maybe I'm mistaken and this ''is'' relevant to DF, but if not, mind doing me a favour and just purging it from the wiki?&lt;br /&gt;
--[[Special:Contributions/130.211.1.83|130.211.1.83]] 00:33, 2 April 2020 (UTC) Jon&lt;br /&gt;
:I did a bit of research - given that it was deleted from Bay12 and DFFD, I think I'll follow suit and delete it from here too. (It's not permanent here - an admin could always get it back.) Thanks for bringing it to my attention. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 2 April 2020 (UTC)&lt;br /&gt;
::Thanks Lethesor! [[Special:Contributions/35.191.8.35|35.191.8.35]] 17:07, 2 April 2020 (UTC) Jon&lt;br /&gt;
&lt;br /&gt;
== Regarding a certain subst tag: ==&lt;br /&gt;
&lt;br /&gt;
(Stop me if I miss anything, please.)&lt;br /&gt;
&lt;br /&gt;
IIRC, its a since-deprecated holdover of some kind of Wikipedian affiliation, that is pretty much purge-on-sight when found in art licensing around here. The important question is, how to proceed, if at all, when evidence is discovered of apparent holdouts of that sort [https://dwarffortresswiki.org/index.php?search=subst%3A&amp;amp;title=Special%3ASearch&amp;amp;go=Go further afield], outside the verified-for-deletion parameters?  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:45, 4 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suggest [https://www.mediawiki.org/wiki/Help:Substitution MediaWiki's documentation] for information on what subst does. It's not specifically something that came from Wikipedia. One caveat is that if the template being substituted didn't exist when the page was saved, the subst: won't get replaced until you save the page again. However, in this case, it looks like I [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=prev&amp;amp;oldid=249061 removed] the subst: part from where these templates were being used, so yes, on image pages, removing the &amp;quot;subst: prefix is fine.&lt;br /&gt;
:From the search results you linked, a lot of the subst occurrences appear to be in [https://meta.wikimedia.org/wiki/Help:Wikitext_examples#HTML_tags HTML comments], so they won't get substituted when the page is saved. They also won't be displayed to readers, though. I suspect that's either stuff left over from version migrations or moving things to templates. I wouldn't put too much effort into dealing with those, unless you find something on a current-version page (in which case I'd say move things out of the comment if they're relevant or delete them if they're obsolete). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:06, 6 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lost password/email request ==&lt;br /&gt;
&lt;br /&gt;
User: DDR&lt;br /&gt;
I've lost the email and password I apparently used to set up my account on this wiki, over a decade ago.&lt;br /&gt;
&lt;br /&gt;
I'm [http://www.bay12forums.com/smf/index.php?action=profile;u=20574 DDR on the forum], which I still have my login for… and the mantis bugtracker, and DFFD.&lt;br /&gt;
&lt;br /&gt;
Thank you. Sorry for the trouble.&lt;br /&gt;
&lt;br /&gt;
:Sent a PM on the forums. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:21, 28 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Further comment ==&lt;br /&gt;
&lt;br /&gt;
It's hard to continue to [[wikipedia:WP:AGF|assume good faith]] in [https://dwarffortresswiki.org/index.php?title=User_talk%3ASilverwing235&amp;amp;type=revision&amp;amp;diff=256707&amp;amp;oldid=256705 this case], when the user in question tries to bury discussion of their behavior. Obviously that tactic isn't very effective, but it's a far cry from the openness and transparency required for the wiki to function as a collaborative project. Anyway, I firmly believe in [[wikipedia:WP:AAGF|WP:AAGF]] as a part of [[wikipedia:WP:CIVIL|WP:CIVIL]], which is part of the point I tried to raise in that discussion (which was then ''erased''). I'm linking these policies not because I think you're unfamiliar, but because I want to be clear on where I'm coming from. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 17:48, 14 February 2021 (UTC)&lt;br /&gt;
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:We don't have many of our own policies on things like this, but I'll take a look at the ones you linked since I'm not very familiar with them, particularly AAGF. It occurs to me that some of my comments may have come across as not following AAGF, and I apologize for that - I was (and still am) trying to follow AGF on my end, but it is challenging in this situation. I didn't intend to imply that you were not.&amp;lt;br&amp;gt;As for the talk page edits, [[wikipedia:WP:OWNTALK|WP:OWNTALK]] seems to match my thoughts on the matter. Silverwing235's comment appears (to me) to be a more explicit acknowledgement of the criticism you raised, rather than an implicit acknowledgement by just removing your comment. I think your criticism was understood, in any case.&amp;lt;br&amp;gt;(I do plan to respond to the AIV discussion, but am not sure how best to do that yet. In any case, I appreciate your concern for the wiki, and would like to find a solution that's acceptable to everyone involved.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:30, 14 February 2021 (UTC)&lt;br /&gt;
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::A few phrases in my comments below are bolded—it's really just to emphasize structure, not to alter tone.'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 22:39, 15 February 2021 (UTC)&lt;br /&gt;
::---&lt;br /&gt;
::I actually wasn't talking about you when I referred to AAGF and my comment (and its erasure). I meant that Silverwing235 has—on this occasion and others—assumed that other editors are ''not engaging'' in good faith, and also that they are ''not assuming'' good faith (as when Silverwing235 referred to me as a “saboteur”); and that Silverwing235's own actions (''immediate'' removal of comments in ongoing discussions from their talk page—I believe this argument stands irrespective of [[wikipedia:OWNTALK|OWNTALK]]) make it hard to ''continue'' to assume good faith on their part.&lt;br /&gt;
::And, related to that: I have a hard time parsing many of Silverwing235's comments throughout. They're often vague and overcooked to the point of obscurity. There's very little there—even after the comment removal—that acknowledges the existence of a dispute over either past or ongoing behaviors, let alone the need for specific behaviors to change (let alone ''why'' those behaviors are wrong, or ''how'' those behaviors should change). Where there ''is'', there is also language implying that the issue is really with ''other'' editors and ''their'' disagreement—as if other editors are wrong to raise an issue in the first place. But as Silverwing235's edit summaries (and, incidentally, User+Talk comments) have repeatedly implied, they edit things to suit their personal tastes, ''not'' necessarily to correct mistakes (which they sometimes ''assert'' they are doing, but as has been seen, they frequently are not).&lt;br /&gt;
::---&lt;br /&gt;
::Another example of the general problem raised in AIV popped up yesterday: while reviewing a substantial [https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;curid=31137&amp;amp;diff=256715&amp;amp;oldid=247968 IP edit] (which, to me, looked good), I noticed that the edits immediately prior to it were Silverwing235's, made in late 2019 (soon after their dispute with Loci had ended in Loci's departure). And I quickly saw that [https://dwarffortresswiki.org/index.php?title=DF2014%3AClimate&amp;amp;type=revision&amp;amp;diff=247966&amp;amp;oldid=247965 this edit] was again, apparently, a “stylistic” change which Silverwing235 may honestly have believed necessary (for their own reasons), but which was [https://dwarffortresswiki.org/index.php?title=DF2014:Climate&amp;amp;diff=prev&amp;amp;oldid=256717 actually erroneous]. This sort of edit is partially why I cited IDHT and CIR (which, ''together'', are relevant here, I think) in the [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;amp;oldid=256704 AIV discussion].&lt;br /&gt;
::And although I can understand why Voliol might have gotten the contrary impression in the AIV discussion, I'm not advocating a high bar for entry, here. I'm saying that if '''an editor has been told to avoid imposing their own judgment where they cannot articulate a rationale''' (such as when deciding whether [https://dwarffortresswiki.org/index.php/User_talk:Silverwing235#Disruptive_Editing commas] need to be inserted before every occurence of [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256609 “if”] and “as”; whether a pair of parentheses should be [https://dwarffortresswiki.org/index.php?title=Troubleshooting&amp;amp;diff=prev&amp;amp;oldid=256503 replaced] with an approximation to [https://en.wikipedia.org/wiki/Dash#Em_dash some other punctuation]; whether “he” and “she” should be [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256638 replaced], or [https://dwarffortresswiki.org/index.php?title=DF2014:Justice&amp;amp;diff=prev&amp;amp;oldid=256641 eliminated], or simply [https://dwarffortresswiki.org/index.php?title=User_talk:Silverwing235&amp;amp;diff=247445&amp;amp;oldid=247317 left alone] where they already occur; or whether [https://dwarffortresswiki.org/index.php?title=DF2014:Fairy&amp;amp;diff=prev&amp;amp;oldid=256548 miscellaneous comments oblique to the rest of an article] are necessary or even appropriate), as Silverwing235 has, '''but they continue to do so''', then that presents a problem related to both judgment and behavior (hence IDHT, tangential to CIR).&lt;br /&gt;
::---&lt;br /&gt;
::Now, I hate to have these two discussions at the same time, but at this point, it would be counterproductive to fork it, so: I see that Silverwing235 has actually objected to the ''whole AIV discussion'' on the basis that they do not believe DE constitutes vandalism (which obviously it does not, in general). But as I acknowledged in my first contribution there, the prior AIV thread seemed to be the most appropriate place to make my comments due to the discussion which showed this user has faced similar criticism before. And, as I mentioned both above and in AIV, there is a pattern of civility issues which existed at least as early as that AIV thread. In particular, their [https://dwarffortresswiki.org/index.php/User_talk:Loci#Discussion_in.2C_supposedly.2C_proper_context... responses] to criticism from Loci and in this case have been a mixture of aggressive and [[wikipedia:WP:INDCRIT|passive-aggressive]]. And again, it's hard to assume good faith when critical comments are removed ''immediately'' and without either '''a discussion''' or a '''clear''' and '''substantial''' '''acknowledgment''' that those comments referred to an ongoing pattern of behavior that must change (change ''what'', change ''how'', change ''why''). I.e., yes, users control their own talk pages, but that doesn't prevent their changes from being interpreted one way or another; and in this case, it's hard not to interpret Silverwing235's changes as ''avoiding the issue''. I understand their stated desire to avoid content which [[wikipedia:WP:MASTODON|affects them emotionally]], but this is about conduct as much as it is about content.&lt;br /&gt;
::---&lt;br /&gt;
::The only reason I've raised this is to avoid continued unease. I don't like writing about disputes, and I prefer to think of the wiki community as inclusive rather than exclusive. But again, it's harder to want to edit if this behavior—not just from Silverwing235, but from ''any'' editor—is unconstrained except by laborious trial and error (a huge time ''and energy'' suck, when you consider putting up with breaks from CIVIL). And I'm not alone in this (which I mention only to emphasize that this is not personal—and I'm ''not'' invoking a silent majority, whether one exists or not, and ultimately, it's not just about this one editor).&lt;br /&gt;
::---&lt;br /&gt;
::In any case, I appreciate your participation in the matter and in conveying suggestions about specific edits to this editor.&lt;br /&gt;
::'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 22:39, 15 February 2021 (UTC)&lt;br /&gt;
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Point one: Yes, the notion about 'a more explicit acknowledgement' was accurate. A personal policy that I came up with re my talk page: 'If it would cause me significant emotional distress, either immediately or at any time during a review of the content, (aka: 'Nope, not having ''that'' around, causing trouble') it gets removed. If, IMHO, the removal itself would raise questions (as it appears to have done in this case) it will at least get a hopefully emotionally-neutral summary and acknowledgement of the thing that caused my upset to begin with. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:27, 15 February 2021 (UTC)&lt;br /&gt;
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== Redirect ==&lt;br /&gt;
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Hello. I noticed in the recent changes you reverted the edit on [[Textile Industry]], and I realized that my edit on [[Expedition Leader]] falls in the same category. The problem is that, as long as they exist, those pages will always appear on autocomplete, and they won't redirect properly if left as is. So I propose that until a decision is made for them to be deleted, that they be allowed to redirect properly to not confuse people who find them through autocomplete, like me. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 20:51, 15 February 2021 (UTC)&lt;br /&gt;
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:The underlying cause here is a Mediawiki bug with double redirects, discussed in detail at [[DF:REDIR]]'s talk page. Making ''any'' sort of edit to the first page in the chain will fix broken double redirects, so even though I reverted your edit, [[Textile Industry]] redirects correctly now, even from the search bar.&amp;lt;br&amp;gt;The other important point is that you need to use &amp;quot;cv&amp;quot; for the namespace in redirect targets - hardcoding a specific version like &amp;quot;DF2014&amp;quot; will have the wrong behavior when we add a new namespace. In this case, I have deleted the page you edited, since [[Expedition leader]] (lowercase L) already exists and turns up in search results (and follows [[DF:Rule N]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:16, 15 February 2021 (UTC)&lt;br /&gt;
::Very well. Thank you for your time. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:22, 15 February 2021 (UTC)&lt;br /&gt;
:::I should clarify: you're welcome to fix redirects like this that you notice, as long as you use &amp;quot;cv&amp;quot; (and there's a reminder that appears above the edit box when editing pages in the main namespace, in case that's useful). If you notice redirects whose only difference is capitalization, feel free to tag them for deletion with {{tl|delete}} and I can handle them. It occurs to me now that [[Textile Industry]] is another example of that. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:26, 15 February 2021 (UTC)&lt;br /&gt;
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== Drastic error in judgement ensues.. ==&lt;br /&gt;
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Derped by starting [https://dwarffortresswiki.org/index.php/DF2014_Talk:Block this up], in a way it turned out I rather shouldn't have - mind cleaning up? Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:43, 22 February 2021 (UTC)&lt;br /&gt;
:I'm not sure - what are you asking me to do? I'm hesitant to remove a discussion entirely, but if it's redundant to one on another talk page, I suppose I could archive it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:24, 23 February 2021 (UTC)&lt;br /&gt;
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...Yeah, archival was what I meant - one is always slightly frazzled when caught prepping to sign off for the night. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:49, 23 February 2021 (UTC)&lt;br /&gt;
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== Random/cv ==&lt;br /&gt;
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Not that I want more clutter, but what do you think about putting a [[Special:Random/cv]] link in the sidebar? '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:24, 23 February 2021 (UTC)&lt;br /&gt;
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:Do you always want that there, or just in the current version's namespace? For reference, there are custom links added in some namespaces already, like [[Special:Random/Masterwork]] on [[Masterwork:Orc]], so a fourth &amp;quot;random&amp;quot; link on that sidebar could add some clutter. I would lean towards doing this just for versioned pages, but I'm not sure what you think is best. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:55, 26 February 2021 (UTC)&lt;br /&gt;
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::I don't know. As I said, I'm also not interested in more clutter. Personally, I've frequently been using a bookmark to random/cv just to get a sense of what's on the wiki these days (since I've been “away”/uninvolved). Obviously I don't think that's a good reason for the wiki to change anything, though.&amp;lt;br /&amp;gt;When I wrote this on your talk page, my thinking was this: if I'm a new player (or a former one), and I want to know ''what there is'' in this huge game that I don't already know everything about, maybe I'll go to the wiki and click &amp;quot;random page&amp;quot; a few times to satisfy my curiosity. I can always click it again if I end up on something in the Masterwork: namespace (or, if it's in v0.31 etc., just click the link in the Av template). But I'll have to do that ''most'' of the time, since articles in non-cv namespaces outnumber articles in cv. (Right?)&amp;lt;br /&amp;gt;I.e., I think my suggestion is only really relevant (at least from the point-of-view of my reasons for bringing it up at all) on the landing/main page. I'm ''not'' attached to it enough to say it should go everywhere. If there's no convenient way to exclude it from pages where there are already namespace-specific random links in the sidebar, then I'm not about to suggest anyone should spend their limited time on the planet worrying about it after all.&lt;br /&gt;
::'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 18:54, 26 February 2021 (UTC)&lt;br /&gt;
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:::[https://www.mediawiki.org/wiki/Manual:$wgContentNamespaces This Mediawiki setting] came to mind as a potential easy way to exclude certain namespaces from [[Special:Random]] by default, but unfortunately it also affects some other special pages that we may not want to change. I could probably update our custom sidebar logic (which I believe is in [[mw:common.js]]) but it likely won't be a high priority. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:50, 28 February 2021 (UTC)&lt;br /&gt;
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== Handling &amp;quot;!!science!!&amp;quot;-style additions ==&lt;br /&gt;
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Sorry to repeatedly bring things to you—I don't really know who does what here now, or if there's a discussion board somewhere this belongs on (other than the talk page for just one of the related articles). Could you take a look at [[DF2014_Talk:Stress#SalfordSal_and_0.47.05|this discussion]]?&amp;lt;br /&amp;gt;As I mention there, there are a couple of other edits by that IP user at around the same time that (at a glance) look like they are probably similar. In the case of [[stress]], at least, the content of the article prior to the additions is now buried under a single user's experimental results for a game version one year out-of-date.&lt;br /&gt;
'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 18:36, 26 February 2021 (UTC)&lt;br /&gt;
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:I left a comment on the article's talk page. The timing seemed to line up with [http://www.bay12forums.com/smf/index.php?topic=175214.msg8252465#msg8252465] closely enough that I also left a comment there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:25, 28 February 2021 (UTC)&lt;br /&gt;
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== A minor but rather elegant Gordian Knot of an error... ==&lt;br /&gt;
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Is there any chance of fixing an [https://dwarffortresswiki.org/index.php?title=DF2014:Noise&amp;amp;curid=31900&amp;amp;diff=257273&amp;amp;oldid=250713| accidental red link] in the diff explanation, created when attempting to directly cite the reason's source, of an anonymous comment on the article's talk page, by citing the page instead of (obviously) the comment? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 17:06, 3 March 2021 (UTC)&lt;br /&gt;
:Edit summaries can't be changed, unfortunately. In case you were unaware, they can be previewed when you click the &amp;quot;Show preview&amp;quot; button (alternatively, just mentioning &amp;quot;the talk page&amp;quot; for something like this would be fine too). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:12, 3 March 2021 (UTC)&lt;br /&gt;
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== Minor matter afoot.... ==&lt;br /&gt;
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As it happens, I seem to have [https://dwarffortresswiki.org/index.php?title=DF2014:House&amp;amp;oldid=257129| edited myself into a corner] re proper formatting on the Towers of Bologna reference over here. Some help, please?&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 19:51, 7 August 2021 (UTC)&lt;br /&gt;
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:If you meant the &amp;quot;Towers of Bologna&amp;quot; link, you can use the [https://en.wikipedia.org/wiki/Help:Pipe_trick pipe trick] for that (which I did in [https://dwarffortresswiki.org/index.php?title=DF2014:House&amp;amp;diff=prev&amp;amp;oldid=258665]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:09, 7 August 2021 (UTC)&lt;br /&gt;
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== Technical issues ==&lt;br /&gt;
&lt;br /&gt;
Found a bare wire in the wall, somewhat beyond my skill level on account of it leading to, as it were, a broken widget -  (https://dwarffortresswiki.org/index.php?title=DF2014:Orientation&amp;amp;curid=40938&amp;amp;diff=258997&amp;amp;oldid=258309) analysis, if you please? Thanks.&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:51, 6 September 2021 (UTC)&lt;br /&gt;
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== Issue with #rreplace ==&lt;br /&gt;
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Hi Lethosor. I want to bring up a possible MediaWiki Extension-related issue: when there's a lot of #rreplace functions (part of [[mediawikiwiki:Extension:RegexFunctions|RegexFunctions]]) on a page, they start breaking and outputting blank after the first hundred instances. I've experimented with a few different regex patterns and replacements, and this number doesn't seem to change. I currently have an [[User:Doorkeeper/sandbox|example on my sandbox]]. Checking the HTML source shows nothing out of the ordinary on the newpp report.&lt;br /&gt;
&lt;br /&gt;
On the [[creature token]] page, there's more than a hundred {{t|token}}s being used (e.g. {{token|GOOD|c}}); they start linking to the Main Page after a little before section O. This is because {{t|token}} uses #rreplace as a method to remove spaces in the {{{2}}} or 'token type' parameter, so that the #switch function can still match strings in case an editor leaves a space in. However since #rreplace stops working after the first hundred (returns blank), the #switch matching fails and defaults, which is currently set to Main Page (the default page was originally [[Creature]]; it should probably default to a more relevant page). But yeah, noticing misdirecting {{t|token}} links on that page is what led me to #rreplace.&lt;br /&gt;
&lt;br /&gt;
Removing #rreplace from the template will fix the issue (it'll lose its space-checking ability, which doesn't seem too big a deal), but I was wondering if it's possible to fix/update #rreplace or RegexFunctions itself, since this seems like a severe limitation. I don't know if #rreplace is used on other templates or if they're used a lot anywhere else on the wiki. It may not even be a problem with the extension. Either way, I thought it would be best to bring up this issue to you (or to another admin reading this). – [[User:Doorkeeper|Doorkeeper]] 05:45, 13 October 2021 (UTC)&lt;br /&gt;
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:It's a deliberate limitation - we have the ``wgRegexFunctionsPerPage`` config variable set to 100 (up from the default of 10). I don't know exactly what performance impact would come from increasing it. Version 2 of the extension seems to have [https://github.com/wikimedia/mediawiki-extensions-RegexFunctions/commit/7b56f126fdb2c88375e77bca9cc7bf55eaefb3af removed all config variables], so maybe it is fine to just upgrade the extension. You can see the old documentation [https://www.mediawiki.org/w/index.php?title=Extension:RegexFunctions&amp;amp;oldid=3676687 here]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 15 October 2021 (UTC)&lt;br /&gt;
:I also see you've made a fair number of changes to the token template. Should [https://dwarffortresswiki.org/index.php?title=Template:Token/guess_type&amp;amp;diff=259366&amp;amp;oldid=259363] be reverted? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:10, 15 October 2021 (UTC)&lt;br /&gt;
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::If regex functions are just parser functions, then wouldn't they still be [[wikipedia:WP:TLIMIT|limited by MediaWiki software]]? This means that a limit will still exist to prevent overloading, just at a much higher cap. I have no knowledge about the other configuration changes though, or if you or someone else had set up the other configs in the past differently that would affect how the templates using regex will work post-upgrade. Is this what you meant by performance? Optionally, if you're still unsure about upgrading, you could raise the limit a little instead. DF2014:Creature token currently exceeds the limit by 51. I think 200-500 is enough to fix things now and later down the line. Most other wikis I've seen that have RegexFunctions still use 1.5.0, so this is probably the better/safer option. I changed my mind about #rreplace and would like for it to remain, however the limitation is still causing issues for the page. The revert did mitigate it somewhat, but [[DF2014:Creature token#NOTHOUGHT|not perfectly]]. – [[User:Doorkeeper|Doorkeeper]] 13:17, 13 December 2021 (UTC)&lt;br /&gt;
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Unrelated, but I'd like to request for [[mediawikiwiki:Snippets/Horizontal lists|horizontal lists]]. This feature allows for [[wikipedia:MOS:HLIST|single-row styled lists]] using wiki markups in tables, templates, etc. A lot wikis including WP use them. I want to redesign [[Template:Navbox]], and hlists would be very useful. – [[User:Doorkeeper|Doorkeeper]] 13:24, 13 December 2021 (UTC)&lt;br /&gt;
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== May want to lock down at least the LNP page to non-registered users... ==&lt;br /&gt;
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....for a while (two weeks, perhaps?) as we have a dumbass about...the kind of [https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;amp;oldid=259549| trollish dumbass] who has been sufficiently irritating to deserve an IP trace and a knife in the face, IMHO. &amp;quot;Can't troll on the internet if you're dead, hey? Yeah, let's see how you deal with that.&amp;quot; kind of thing,&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 20:49, 5 November 2021 (UTC)&lt;br /&gt;
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:Threats of violence are not acceptable. Consider this a warning. People will inevitably vandalize a public wiki; the appropriate course of action is to post to [[DF:AIV]] or alert an admin, as you did. I blocked the IPs in question and protected the page, so hopefully that helps with the immediate issue. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:39, 6 November 2021 (UTC)&lt;br /&gt;
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== Copyright issues... ==&lt;br /&gt;
&lt;br /&gt;
...as in, Meph's recent tileset takedown [https://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki_talk:Copyrights produced a discussion]. Your contribution may be needed, but particularly, the exact wording of the copyright template needs some adjusting - mind pointing me at it? Thanks. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:51, 21 November 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you referring to the &amp;quot;Text is available under GFDL &amp;amp; MIT&amp;quot; suggestion? It's a rather long discussion, so I'm not sure. If so, that is a [https://www.mediawiki.org/wiki/Help:System_message system message], which can only be edited by admins. You can identify the appropriate message ID by overriding the language code to &amp;quot;qqx&amp;quot; as described in that article. Looks like [[mediawiki:copyright]] to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:41, 25 December 2021 (UTC)&lt;br /&gt;
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Yes, I was of course referring to the system message edit suggestion -  thanks &amp;amp; happy Xmas. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 23:25, 25 December 2021 (UTC)&lt;br /&gt;
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* Comment: While on topic, you might want to add a caveat excluding the content of games raws used on the wiki from the general copyright. I assume we are using them with Today's blessing, however, I doubt that Toady would wave his rights over their content. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:50, 30 December 2021 (UTC)&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thanks, I was wondering about that, glad you guys have a policy. Also on unrelated topic, would love to hear what you think regarding the [[Dwarf_Fortress_Wiki:Centralized_Discussion/SkillsLaborProfessions|terminology in use on skill articles]]. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 03:55, 22 December 2021 (UTC)&lt;br /&gt;
:At a high level, I am in favor of standardization. I haven't had much time to look at that discussion in detail. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:38, 25 December 2021 (UTC)&lt;br /&gt;
::Essentially it is a question of standardization. I outlined (1) some discrepancies in the lead of various skill articles, and I believe (2) the terms in the infobox might be misleading, and referred everywhere else differently. Input from more experienced users of this wiki would be appreciated regarding the direction to take.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 26 December 2021 (UTC)&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
Question: How do link from the DF2014 namespace to the main namespace. For example: when I try to link to [[Dwarf Fortress Talk]] from [[DF2014:modding]] it shows broken because it only looks up DF2014 namespace and I don't know how to prefix the mainspace. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:32, 30 December 2021 (UTC)&lt;br /&gt;
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:&amp;quot;Main&amp;quot; as the namespace should work (it's an alias that we've set up). Ex: [[Main:Dwarf Fortress Talk]] or [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:15, 1 January 2022 (UTC)&lt;br /&gt;
:: That works, thank you. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 2 January 2022 (UTC)&lt;br /&gt;
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== Columns-list ==&lt;br /&gt;
&lt;br /&gt;
Any objections for adding the a [https://en.wikipedia.org/wiki/Template:Columns-list Columns-list] template to replace large list represented by tables. It's easy to use, easy to adjust option that allows to fit more information horizontally (where possible) using columns and wouldn't break layout like on multi columns tables can, like on some mobile devices. &lt;br /&gt;
&lt;br /&gt;
I made an example: [[User:Jan/Columns-list]] for creatures in [[Desert]]. All you need is provide desired column width or number. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:54, 24 December 2021 (UTC)&lt;br /&gt;
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:Seems like a fine approach to me, as long as it's used for tables where we don't anticipate needing more than one column per entry (so I think [[Desert]] is a good use-case). As a plus, it looks like it falls back to a single-column list for browsers that don't support it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:38, 25 December 2021 (UTC)&lt;br /&gt;
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:: Sound good. I created [[Template:Columns-list]] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 00:13, 26 December 2021 (UTC)&lt;br /&gt;
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== Found a script [[User:Lethosor/rater_0.1.js| stuck in its drawer]]... ==&lt;br /&gt;
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...in what might be called the 'Mistakes' subsection, while cleaning up. That is to say, we have a 'Quality ranks in invalid namespaces' situation. What to do?&lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:19, 16 January 2022 (UTC)&lt;br /&gt;
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== Spam issues ==&lt;br /&gt;
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For once, what I'd otherwise have to say is available [https://dwarffortresswiki.org/index.php?title=Python&amp;amp;curid=38885&amp;amp;diff=263697&amp;amp;oldid=263696 in the diff desc]. I imagine there's also a Magic redirect that needs some of the same protective treatment. [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:32, 21 April 2022 (UTC) &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:32, 21 April 2022 (UTC)&lt;br /&gt;
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:Quietust protected [[Python]]. I protected [[Magic]] just now. I think that's what you meant, but could you please be more clear with your requests in the future? Thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:40, 22 April 2022 (UTC)&lt;br /&gt;
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== Mediawiki:Licenses ==&lt;br /&gt;
This is kind of an awkward thing to ask, but... am I allowed temporary access to edit the Mediawiki:Licenses page? There are a lot of licenses I think should be added, so it's nice and up to date. I'm happy with your decision either way, I just thought you wouldn't want me constantly bothering you for every little thing I think should be added. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 18:10, 3 July 2022 (UTC)&lt;br /&gt;
:No, it's not something I can grant on a per-page basis, unfortunately. But if you make the edits you want to a user page or sandbox or somewhere else, I'd be happy to copy them in. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:48, 5 July 2022 (UTC)&lt;br /&gt;
::Alright then, here's one for the CC0 license: [[:Template:cc-0]] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:22, 21 July 2022 (UTC)&lt;br /&gt;
:::Here's another: [[:Template:Cc-by-nc-nd-4.0]] -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 06:28, 21 July 2022 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
::::Aaaaand another [[:Template:Cc-by-nd-4.0]] and another [[:Template:Cc-by-sa-4.0]]&lt;br /&gt;
Please also include the title you want. Ideally in the format that page uses. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:43, 21 July 2022 (UTC)&lt;br /&gt;
:::::I thought the titles within those templates were the giveaway, but very well:&lt;br /&gt;
*[[:Template:cc-0]] - Creative Commons Public Domain&lt;br /&gt;
*[[:Template:Cc-by-nc-nd-4.0]] - Creative Commons Attribution Non-Commercial NoDerivatives 4.0 International&lt;br /&gt;
*[[:Template:Cc-by-nd-4.0]] - Creative Commons Attribution-NoDerivatives 4.0 International&lt;br /&gt;
*[[:Template:Cc-by-sa-4.0]] - Creative Commons Attribution-ShareAlike 4.0&lt;br /&gt;
*[[:Template:Cc-a-2.0]] - Creative Commons Attribution 2.0 Generic (give or take the &amp;quot;generic&amp;quot; part)&lt;br /&gt;
*[[:Template:Cc-by-nc-2.5]] - Creative Commons Attribution-NonCommercial 2.5 Generic (give or take the &amp;quot;generic&amp;quot; part)&lt;br /&gt;
*[[:Template:Cc-2.5]] - Creative Commons Attribution 2.5 Generic&lt;br /&gt;
*[[:Template:Cc-2.5-au]] - Creative Commons Attribution 2.5 Australia&lt;br /&gt;
*[[:Template:Cc-by-2.0-uk]] - Creative Commons Attribution 2.0 UK: England &amp;amp; Wales&lt;br /&gt;
*[[:Template:Cc-by-3.0-us]] - Creative Commons Attribution 3.0 United States&lt;br /&gt;
*[[:Template:Stock_photo]] - Stock Photo Image&lt;br /&gt;
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The &amp;quot;I do not know the license&amp;quot; and &amp;quot;found the image somewhere&amp;quot; templates seem to be broken or missing. Not sure if I should make templates for those or not... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:24, 21 July 2022 (UTC)&lt;br /&gt;
:Ehh, what the hell, I made those two templates anyway. [[:Template:License_unknown]] and [[:Template:Found_image]]. If you need 'em, fine. If not, still fine. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:28, 21 July 2022 (UTC)&lt;br /&gt;
::Here's more&lt;br /&gt;
*[[:Template:public_domain]] - Public Domain&lt;br /&gt;
*[[:Template:Cc-1-uni]] - Creative Commons CC0 1.0 Universal&lt;br /&gt;
&lt;br /&gt;
Sorry for the delay. I have a lot of questions about which section(s) these should go in, etc.. I'm guessing you know the answers to these, so to save us some back-and-forth, could you make the changes you want to [[Dwarf_Fortress_Wiki:Sandbox/licenses]] (a copy) and let me know when they're ready to be copied in? Thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:14, 24 July 2022 (UTC)&lt;br /&gt;
:I made a mockup on my [[User:Zippy/sandbox|sandbox page]]. Note that the top two are marked by with a &amp;quot;(replace)&amp;quot; because I also made a &amp;quot;don't know&amp;quot; and &amp;quot;license unknown&amp;quot; template to replace the ones that seem to be missing/broken, for some reason. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:36, 27 July 2022 (UTC)&lt;br /&gt;
::Yeah... I notice you still haven't added these. Did I set this up wrong? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 05:53, 5 August 2022 (UTC)&lt;br /&gt;
:::Well, it wasn't in a format that I could easily paste in. I had to remove the bold text, remove your parenthetical remarks, and replace &amp;quot; - &amp;quot; with &amp;quot;|&amp;quot;. I think I got it right in [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=266031&amp;amp;oldid=264287]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:26, 30 August 2022 (UTC)&lt;br /&gt;
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May I suggest changing the &amp;quot;Dwarf Fortress Screenshot&amp;quot; choice to &amp;quot;Dwarf Fortress Screenshot and/or Game File&amp;quot;? Or making a separate one for game files? --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:49, 29 December 2022 (UTC)&lt;br /&gt;
:What other &amp;quot;game files&amp;quot; are you thinking of? We should not be uploading full sprite sheets, for instance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:22, 29 December 2022 (UTC)&lt;br /&gt;
::You didn't see my reply in the talk page about the game version? I showed a screenshot of a reply straight from Kitfox games allowing use of any game images. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 22:55, 29 December 2022 (UTC)&lt;br /&gt;
:::It helps to link to what you're talking about. Is it [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Versions&amp;amp;diff=278707&amp;amp;oldid=278700 this reply]? If so, that's referring to individual sprites, not sprite sheets. I have serious copyright concerns around uploading sprite sheets directly, and to me, &amp;quot;game files&amp;quot; sounds like files ''from the game'', e.g. sprite sheets. If you want me to change the dropdown to add &amp;quot;sprites&amp;quot; or maybe &amp;quot;individual sprites&amp;quot;, that's fine with me. Let me know if I'm misunderstanding. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 29 December 2022 (UTC)&lt;br /&gt;
::::I can't for the life of me understand how it would be okay to post every single sprite here (which we'd have to do eventually, to cover everything), but uploading an entire sprite sheet is an issue? I'm sure one of those sites dedicated to posting sprite sheets is gonna do that anyway. Granted, I can't think of a time when we would need to upload a whole sprite sheet. I guess &amp;quot;Dwarf Fortress Screenshot and/or Sprite(s)&amp;quot; would make more sense, yeah. --[[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 23:19, 29 December 2022 (UTC)&lt;br /&gt;
:::::Sprite sheets are paid content. If someone posts them all, there is not much stopping someone from making a pirated copy of &amp;quot;premium&amp;quot; DF, and I am trying to stay as far away from that as we can. I can't control what piracy takes place on other sites. If there is a way we can avoid the technical overhead of uploading all 40,000 possible tiles, I am open to suggestions. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:35, 29 December 2022 (UTC)&lt;br /&gt;
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== &amp;quot;Watch&amp;quot; Template ==&lt;br /&gt;
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Sorry to keep bothering you with stuff, but I made a &amp;quot;watch&amp;quot; template on my [[User:Zippy/sandbox|sandbox page]]. It can be used for those ambiguous 50/50 situations where the copyright infringement is possible, but unknown. Do I have your permission to make that template a reality? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:54, 22 July 2022 (UTC)&lt;br /&gt;
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:I think it should be more specific, like {{tl|possible copyright issue}} and &amp;quot;the copyright status of this image is unconfirmed&amp;quot;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:44, 22 July 2022 (UTC)&lt;br /&gt;
::I changed it, but if the template is allowed, you might have to do some CSS changes so that one side isn't a mismatching blue. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 16:22, 22 July 2022 (UTC)&lt;br /&gt;
:::Take a look at {{tl|ambox/type}} for a list of valid types. Notably, &amp;quot;green&amp;quot; is not valid and falls back to the default, but &amp;quot;style&amp;quot; or &amp;quot;yellow&amp;quot; match pretty closely. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:18, 22 July 2022 (UTC)&lt;br /&gt;
::::Fair enough. So.. am I allowed to make the template or..? Not sure how this works. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 17:47, 22 July 2022 (UTC)&lt;br /&gt;
:::::There are no restrictions on creating templates. That said, I still strongly recommend that you make the template more specific. &amp;quot;watch&amp;quot; is pretty vague for a single-purpose template like this. Can you rename it to {{tl|possible copyright issue}} or something similar? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:21, 23 July 2022 (UTC)&lt;br /&gt;
::::::Done. I even made the respective doc page. ([[:Template:Watch|Actual template]]) -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:02, 23 July 2022 (UTC)&lt;br /&gt;
:::::::Again, it's still named {{tl|watch}}, which I don't recommend (partly since Mediawiki already uses that term for [https://www.mediawiki.org/wiki/Help:Watching_pages something else]), but thanks for the docs. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:05, 23 July 2022 (UTC)&lt;br /&gt;
::::::::Done, but should the &amp;quot;watch&amp;quot; redirect stay so that it's not dissociated with images that already have the template? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 21:08, 23 July 2022 (UTC)&lt;br /&gt;
:::::::::Yeah, that's a good catch - the redirect should make it easier on us. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:13, 23 July 2022 (UTC)&lt;br /&gt;
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== Request for interwiki (inter-language) link to Chinese wiki ==&lt;br /&gt;
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Sorry for repeated content, but I'm wondering if the message has been captured from talk page of Main Page. So I decide to paste my content here as well. We would be really appreciated if interwiki link pointing to our site is enabled, as ''Dwarf Fortress'' itself has not been fully translated to Chinese ever, and our users might find it more convenient to search by English words on original English wiki, and then they may refer to the translated ones on Chinese wiki. Looking forward to a reply about whether it is possible or not. Thanks!&lt;br /&gt;
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Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 01:20, 11 November 2022 (UTC)&lt;br /&gt;
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:Hi - sorry for not replying on the main page. We just recently fixed an issue preventing us from making configuration changes like this, so I hope I can add this soon. Thanks for reaching out! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:39, 11 November 2022 (UTC)&lt;br /&gt;
::Replied on [[Talk:Main Page]]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
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== Cannot create new user account ==&lt;br /&gt;
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I'm thinking I'm doing all right, but the system is always saying: &lt;br /&gt;
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''There seems to be a problem with your login session; this action has been canceled as a precaution against session hijacking. Please resubmit the form.''&lt;br /&gt;
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at my attempts; I tried also to change email address with no good effect.&lt;br /&gt;
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Is anything I can do to solve this issue? Thanks --[[Special:Contributions/81.56.3.43|81.56.3.43]] 10:39, 28 November 2022 (UTC)&lt;br /&gt;
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:I'm not sure, sorry. It's working for me and other people: [https://dwarffortresswiki.org/index.php/Special:Log/newusers]. Try clearing your browser's cache, or using another browser. There may be a hidden field to catch spammers, so try avoiding autofill. Also make sure the captcha is working - you could try turning on Javascript if it's off. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:00, 28 November 2022 (UTC)&lt;br /&gt;
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== Version number ==&lt;br /&gt;
&lt;br /&gt;
Are you sure about changing the release information version number from: &amp;lt;code&amp;gt;0.50.x&amp;lt;/code&amp;gt; to: &amp;lt;code&amp;gt;50.x&amp;lt;/code&amp;gt;? This [[version number#Example|version numbering]] has been the convention for over two decade, with [[DF2014:Release information|current]] and past articles named so. Note that while posts on steam use the shorthand Tarns release in the game files still use the original convention --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 01:56, 14 December 2022 (UTC)&lt;br /&gt;
:I am sure. It's not just posts - the game itself identifies itself as &amp;quot;50.03&amp;quot; currently. I'm not personally a fan of the change, and I realize it's inconsistent with past versions, but it's what Toady is using now. I do recall seeing &amp;quot;0.50.01&amp;quot; in some .txt files originally, but as of 50.03, nearly all of those occurrences have been updated to &amp;quot;50.01&amp;quot;, so I think it was originally overlooked. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:42, 14 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes to diagram ==&lt;br /&gt;
&lt;br /&gt;
Did something changed with diagram tag? its output all across the wiki seem more colorful than I recall e.g. [https://dwarffortresswiki.org/index.php/DF2014:Trap_design#Crosshair_trapping]. Here is a [https://ibb.co/yPSbcRq screenshot] for reference in case it is something on my end, that pinkish hue is new. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:35, 15 December 2022 (UTC)&lt;br /&gt;
:Hmm, looks normal on Firefox for me, [https://i.imgur.com/aHvPhw4.png screenshot] [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 16:07, 15 December 2022 (UTC)&lt;br /&gt;
:Odd, I cannot reproduce on Firefox or Chrome either (looks the same as [[User:Ziusudra|Ziusudra]]'s screenshot to me). Could you check your Javascript console ({{k|ctrl/cmd|shift|i}}) and see if you have any errors on that page? You can ignore any output from &amp;quot;JQMIGRATE&amp;quot;. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:14, 15 December 2022 (UTC)&lt;br /&gt;
:: Seems like it is something on my end, probably going to be resolved once I can reboot. Thank for checking. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:50, 15 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Account to update Book please, and thank you! ==&lt;br /&gt;
&lt;br /&gt;
Hello! I was just looking at quires and books in v50, and wanted to confirm that the value bug for books is still present. &lt;br /&gt;
&lt;br /&gt;
Given an unbound, written quire valued at 57#, the final value after adding 20# of binding and thread is 48# in v50.&lt;br /&gt;
&lt;br /&gt;
I would love an account to note this or at least mention it on the Book talk page. Thanks!&lt;br /&gt;
&lt;br /&gt;
You can contact me at welkin.shibboleth@gmail.com&lt;br /&gt;
--[[Special:Contributions/68.171.119.95|68.171.119.95]] 04:24, 25 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You should be able to create an account at [[Special:CreateAccount]]. Are you having trouble with it? (You can also made edits without creating an account, like you just did here.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:20, 25 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Food Guide ==&lt;br /&gt;
I was trying to edit the one for the current steam version but it kept redirecting me, I'll make the changes to that one and revert my changes to the old one. [[User:Kenji 03|Kenji 03]] ([[User talk:Kenji 03|talk]]) 09:36, 26 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics policies ==&lt;br /&gt;
&lt;br /&gt;
Hi, I dug through some of the data in my installation to figure out the graphic status thought bubbles (https://dwarffortresswiki.org/index.php/Status_icon). I'm quite willing to update that page with the information, however, I'm not sure what policies surround uploading graphics. Is there a specific size or format?&lt;br /&gt;
[[User:Briezee|Briezee]] ([[User talk:Briezee|talk]]) 02:45, 1 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== saltwater crocodile \ raws ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the help. been meaning to do something about the crocs for a while now. So I take it all the raw txt files are already on the wiki, and the creature pages just need updating? --[[User:Boromonokli|Boromonokli]] ([[User talk:Boromonokli|talk]]) 19:52, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile/raw&amp;diff=281288</id>
		<title>Saltwater crocodile/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saltwater_crocodile/raw&amp;diff=281288"/>
		<updated>2023-01-01T19:47:21Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: now to find out where to upload the raw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{raw header|creature|CROCODILE_SALTWATER}}&amp;lt;/noinclude&amp;gt;{{raw|creature_large_tropical.txt|CREATURE|CROCODILE_SALTWATER}}&amp;lt;noinclude&amp;gt;{{raw footer|creature|CROCODILE_SALTWATER}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Boromonokli&amp;diff=281283</id>
		<title>User:Boromonokli</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Boromonokli&amp;diff=281283"/>
		<updated>2023-01-01T19:41:21Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: Created page with &amp;quot;Hi, I'm Boro, I started playing in 2022 summer, and am interested in updating this wiki to v50 at the moment --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi, I'm Boro, I started playing in 2022 summer, and am interested in updating this wiki to v50 at the moment --[[User:Boromonokli|Boromonokli]] ([[User talk:Boromonokli|talk]]) 19:41, 1 January 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=281282</id>
		<title>Gem industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem_industry&amp;diff=281282"/>
		<updated>2023-01-01T19:40:04Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Perfect gems */ quality value changed in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''gem industry''' deals with the processing of [[gem]]s. Like other [[Industry|industries]], it creates raw materials, [[finished goods]], and can be used to enhance finished goods with [[decoration]]s. Because of a near-infinite supply of [[glass]] pseudo-gems, the gem industry may be closely tied to the [[glass industry]] for training.&lt;br /&gt;
&lt;br /&gt;
==Jeweler's Workshop==&lt;br /&gt;
The [[jeweler's workshop]] is the heart of the gem industry. '''Rough gems'''  are taken to the jeweler's workshop, where dwarves use the [[Gem cutter]] skill to turn the rough gems into '''cut gems''', '''large gems''', or '''gem crafts'''. At the same workshop, a dwarf with the [[Gem setter]] skill can use the cut gems to [[decoration|encrust]] a wide variety of items.&lt;br /&gt;
&lt;br /&gt;
==Obtaining gems==&lt;br /&gt;
The only way to obtain rough gems is through [[exploratory mining]]; every gem tile has a 100% chance of producing a gem when mined.&lt;br /&gt;
&lt;br /&gt;
The [[glass industry]] is also a ready source of [[glass|raw glass]], which is treated in most ways as a rough gem. While glass has a relatively low value compared to other gems, with a [[magma glass furnace]] and [[sand]] it is possible to produce raw glass in bulk, instead of mining for gems. Raw glass is also a valuable way to give dwarves [[experience]] in gem cutting and gem setting, or at least prevent those skills from becoming [[rusty]].&lt;br /&gt;
&lt;br /&gt;
[[Gizzard stone]]s can be produced from certain butchered animals.  These behave like cut gems, not rough.&lt;br /&gt;
&lt;br /&gt;
Finally, a number of gem products are generally available through trade with dwarf and human [[caravan]]s, including cut gems, large gems, gem crafts, and various glass products. Caravans will often bring rough glass; rough gems, however, are notably not available for trade.&lt;br /&gt;
&lt;br /&gt;
==Gem cutting==&lt;br /&gt;
[[Gem cutting]] is a [[job]] at the jeweler's workshop; you can choose which type of gem to cut based on what ''rough gems'' you have available. Cutting consumes a rough gem and may produce a ''cut gem'', ''large gem'', or ''gem craft''. By far the most common result is a cut gem, which may be used for encrusting other objects (see [[#Gem_Setting|Gem Setting]], below). Large gems and gem crafts are [[finished goods]] and occur less often; gem crafts are rarer than large gems. The gem cutter's skill level does not affect the chances of producing a large gem or gem craft, but it does affect the [[quality]] of those goods. &lt;br /&gt;
&lt;br /&gt;
Cut gems have a base value of 5, which is multiplied by the value of the gem (2-60). A cut gem is thus worth 10-300☼. &lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
'''Large gems''' are considered [[finished goods]] and cannot be used for any other purpose besides trading. Like most other finished goods, large gems have [[item value|quality levels]], dependent on the skill level in Gem Cutting. Large gems have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A large gem is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Gem crafts===&lt;br /&gt;
'''Gem crafts''' are [[crafts]] made out of a particular type of gem, and include figurines, rings, earrings, amulets, bracelets, scepters, and crowns. Like other crafts (and the above mentioned large gems), gem crafts have [[item value|quality levels]], dependent on the skill level in Gem Cutting. [[Glass]] cannot be made directly into crafts at a [[glass furnace]], only through a jeweler's workshop. Crafts have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem craft is thus worth 20-7,200☼.&lt;br /&gt;
&lt;br /&gt;
===Perfect gems===&lt;br /&gt;
'''Perfect gems''' are [[artifact]]s created by dwarves seized by a [[strange mood]]. They have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (20); a perfect gem will always receive one free decoration, which effectively doubles the value. A perfect gem is thus worth 4,800-144,000☼. A perfect gem acts similarly to a large gem, such that it can only be used for boosting fortress value and trading (It cannot be used to encrust furniture, finished goods, etc.). Perfect gems cannot be created on purpose, but keeping a stockpile of high-value gems adjacent to the jeweler's workshop might increase the chance of a moody dwarf choosing one of them. [[Forbid]]ding low-value gems is also an option.&lt;br /&gt;
&lt;br /&gt;
==Gem setting==&lt;br /&gt;
[[Gem setting]] is a [[job]] at the jeweler's workshop, and takes a ''cut gem'' to [[decoration|encrust]] [[furniture]], [[ammo]], and [[finished goods]]. You can specify the type of object the dwarf will encrust, but not the specific object. To encrust a specific piece of equipment with a specific gem requires careful use of linked [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
Gem decorations have quality levels determined by the Gem Setter's skill level. Decorations have a base value of 10, which is multiplied by the value of the gem (2-60) and the quality level (1-12). A gem decoration is thus worth 20-7,200☼. A given item may possess multiple decorations (but only one using each type of gem), and encrusting items with gems can increase the wealth of a fortress substantially.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
The [[glass industry]] produces ''raw glass'', which is treated as a rough gem for most purposes. Cutting a raw glass gem usually yields a cut glass gem of the same type, and may yield a large cut glass gem or cut glass crafts. Perfect cut glass gems are also possible, but very rare due to the circumstances required for their creation. Cut glass gems may be set by a [[Gem setter]], just like any other cut gem. &lt;br /&gt;
&lt;br /&gt;
Glass crafts etc. made by gem cutting instead of normal [[glassmaking]] '''do not''' satisfy [[mandate]]s for glass crafts or objects, but will satisfy mandates for large gems or gem crafts. Cut glass gems may also be used to construct a gem [[window]], although this is less valuable than making a window directly from glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Gem cutter]]s receive the same experience cutting raw glass as other, more valuable gems; so it is possible for beginning [[jeweler]]s to &amp;quot;train&amp;quot; by cutting raw green glass gems until they reach [[Legendary]] skill level. This requires a good source of [[sand]] and [[fuel]] or [[magma]] for the [[glass furnace]], and provides a surplus of cut glass gems which may be used to [[encrust]] trade goods and the like to train gem setting as well.&lt;br /&gt;
&lt;br /&gt;
==Gem windows==&lt;br /&gt;
[[Window]]s can be made out of any sort of glass at a [[glass furnace]] (in which case they are a type of [[furniture]]), or may be crafted out of any three ''cut gems'' (including cut glass gems), popularly known as a &amp;quot;gem window.&amp;quot; If constructed of gems of a different color, a gem window will flash between the colors of the individual gems that make it up. Disassembling a &amp;quot;gem window&amp;quot; yields the gems that made it up.&lt;br /&gt;
&lt;br /&gt;
Gem windows have no quality levels, so the value of a gem window is equal to the sum of the gems that made it up (2-60 per gem), for a total value of 6-180☼. By comparison, a [[glass]] [[window]] has a [[value]] modifier of 25, quality levels, and a material multiplier (2-10). In general, glass windows have a greater value, but gem windows can be deconstructed into their components should you want to use those cut gems for another purpose.&lt;br /&gt;
&lt;br /&gt;
==Industry management==&lt;br /&gt;
The trick to making the most of your gems is care and attention to detail. Keep an eye out for stone types that contain valuable gems (like [[kimberlite]], the source of all diamonds).&lt;br /&gt;
&lt;br /&gt;
Create separate custom stockpiles for your high-value and low-value gems adjacent to one or two jeweler's workshops. Linking either stockpile to a jeweler's workshop will require jobs in that workshop to draw from that stockpile. Use ({{key|q}}-{{key|P}}) to set the jeweler's workshop profile so only specific dwarves can use it. In this manner you can ensure that only the most skilled cutters and setters work with your most valuable gems.&lt;br /&gt;
&lt;br /&gt;
Raw glass and low-value ornamental gems are ideal for training Gem Cutting and Setting skills, particularly if your [[glass industry]] is in full swing.&lt;br /&gt;
&lt;br /&gt;
When encrusting items, dwarves will generally go for the nearest piece of furniture/ammo/finished good that is not nailed down. To ensure that the gem setter encrusts the right item with the right gem(s), designate a small stockpile for that item as close to the jeweler's workshop as possible and link it to the jeweler's workshop. Note: when encrusting finished goods, any discarded clothing in the workshop or linked stockpiles may be decorated; there is currently no way to avoid this short of tedious micromanagement.&lt;br /&gt;
&lt;br /&gt;
==Industry overview==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |T|#fff|L|#fff| raw glass counts as rough gems&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Raw Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|☼|#090|☼|#099|☼|#fff|&lt;br /&gt;
  |☼|#090|☼|#099|☼|#099|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |A|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Clusters&lt;br /&gt;
  |background=#777|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Mining&lt;br /&gt;
  |color=7:0|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ccc|C|#ccc|A|#ccc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|☼|#f00|☼|#00f| |#fff|&lt;br /&gt;
  | |#fff|☼|#0f0|☼|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|A|#fff| rough rock crystals&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Glass industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem cutting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|#afa|C|#afa|L|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|T|#afa|L|#afa| sometimes created&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#afa|C|#afa|E|    |&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Windows&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|▒|#f00|▒|#00f| |#fff|&lt;br /&gt;
  | |#fff|▒|#0f0|▒|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |A|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Large Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Gem Crafts&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#f00|♀|#f00|o|#00f|°|#00f|&lt;br /&gt;
  |Å|#0f0|¶|#0f0|♀|#fff|δ|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Skill Block|skill=Furnit. Hauling&lt;br /&gt;
  |color=3:0|&lt;br /&gt;
  |      |A|#acc|      |&lt;br /&gt;
  |E|    |C|#acc|L|#acc|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#acc|T|#acc|L|#acc| 3 gems are needed&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Cut Gems&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  | |#fff|♦|#f00|♦|#00f| |#fff|&lt;br /&gt;
  | |#fff|♦|#0f0|♦|#fff| |#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |E|    |C|#fff|L|#fff|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=[[Finished Goods|Trade goods industry]]&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
  |      |A|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |E|    |C|#afa|E|    |&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |E|    |C|#fff|A|#fff|&lt;br /&gt;
  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=[[Finished goods|Trade goods industry]]&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Finished Goods&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#770|¶|#fff|Å|#555|♀|#555|&lt;br /&gt;
  |♀|#999|♀|#090|δ|#ff0|æ|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |L|#fff|C|#afa|A|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Encrusted Goods&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |o|#770|¶|#fff|Å|#555|♀|#555|&lt;br /&gt;
  |♀|#999|♀|#090|δ|#ff0|æ|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Industry Block|industry=Furniture industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|C|#fff|E|    |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
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  |      |L|#fff|      |&lt;br /&gt;
}}&lt;br /&gt;
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{{Industry Block|industry=Furniture industry&lt;br /&gt;
  |background=#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
  |L|#fff|C|#afa|A|#afa|&lt;br /&gt;
  |      |L|#afa|      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Encrusted Furniture&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |╤|#090|Ω|#099|Ω|#fff|Ω|#ff0|&lt;br /&gt;
  |π|#999|π|#999|Ω|#555|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Industry Block|industry=Arms industry&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
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}}&lt;br /&gt;
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{{Arrow Block|&lt;br /&gt;
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}}&lt;br /&gt;
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{{Industry Block|industry=Arms industry&lt;br /&gt;
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}}&lt;br /&gt;
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|-&lt;br /&gt;
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{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
  |/|#999|/|#770|/|#770|/|#fff|&lt;br /&gt;
}}&lt;br /&gt;
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{{Workshop Block|workshop=Jeweler's Workshop|skill=Gem setting&lt;br /&gt;
  |color=2:1|&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Encrusted Ammo&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |/|#999|/|#999|/|#555|/|#555|&lt;br /&gt;
  |/|#999|/|#770|/|#770|/|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Gem industry]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gem_cutter&amp;diff=281278</id>
		<title>Gem cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gem_cutter&amp;diff=281278"/>
		<updated>2023-01-01T19:35:05Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Training */ removed clay, added magma info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 2:1&lt;br /&gt;
| skill      = Gem Cutter&lt;br /&gt;
| profession = [[Jeweler]]&lt;br /&gt;
| job name   = [[Gem cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Cut ''gem name''&lt;br /&gt;
| workshop   = [[Jeweler's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''gem cutter''' is the profession of a dwarf whose highest skill is in gem cutting. Performed at a [[Jeweler%27s_workshop|Jeweler's workshop]], gem cutting is the basis of the [[gem industry]], turning mildly valuable [[gem]] clusters you find as you [[mining|mine]] away rock into valuable [[decoration]]s for [[furniture]] and [[Finished goods|trade good]]s. It is the counterpart to [[gem setting]]; together, the two belong to the category profession of the [[Jeweler]], and indeed if a dwarf has a relatively balanced skill level in both, they will be known as a Jeweler. (More often than not, migrants who are skilled in gem cutting will also be similarly skilled in gem setting.)&lt;br /&gt;
&lt;br /&gt;
Large amounts of mining are bound to produce dozens of rough gems, so gem cutting is a method of developing [[wealth]] quickly, [[Quickstart guide#Gemcutting and Trinkets|especially]] for new players. Cutting and encrusting with a gem more than triples the [[value]] of the rough gem, which is then multiplied by a [[quality]] modifier based on the gem setter's skill. A masterwork gem decoration is worth 40x the value of the original rough gem. &lt;br /&gt;
&lt;br /&gt;
Cutting a [[gem]] can result in a cut gem, a large gem, or a gem [[craft]]. Cut gems are the most likely, and are used by a gem setter in creating gem [[window]]s and [[encrust]]ing other objects. Large gems and gem crafts are only created occasionally, and are currently only useful for [[trade]]. The skill level of a gem cutter affects the cutting speed, and quality of large gems and gem crafts, but not the quantity of crafts produced&amp;lt;sup&amp;gt;[[DF2012 talk:Gem_cutter|1]]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Gem cutters can cut not only gems proper, but regular [[stone]] and [[glass]] as well. Although cut stone is next to worthless, it still provides experience points, and can be used to keep a jeweler busy while you mine out a fresh batch of gems. It is also the only way to decorate with stone, and an easy way to create [[window|windows]] without [[fuel]] or [[sand]]. However, with a [[magma]] and a sand source, raw green glass can be mass produced, which is worth the exact same as the cheapest gems.&lt;br /&gt;
&lt;br /&gt;
=== Automation / Advanced Control ===&lt;br /&gt;
&lt;br /&gt;
In the vanilla game, gem cutting can be quite tedious to manage: one Workshop job is required per type of [[gem]], and can only be started when at least one rough gem of that type is in stock.  A typical fortress will likely have dozens of available rough gem types, necessitating many separate jobs - spread across many separate [[Jeweler%27s_workshop|Jeweler's workshop]]s due to the 10-jobs-per-workshop limit.   Even when low-value gems are excluded, this will still likely result in a regular stream of jobs suspending as stock of that gem is depleted, and much manual work re-enabling them: potentially to only cut a couple more gems before the job suspends again!&lt;br /&gt;
&lt;br /&gt;
'''''DFHack: the content in the rest of this section requires the use of [[Utility:DFHack|DFHack]]'''''&lt;br /&gt;
&lt;br /&gt;
===Advanced control of gem cutting using DFHack===&lt;br /&gt;
&lt;br /&gt;
The utility [[Utility:DFHack|DFHack]] can mostly resolve this problem, and its features can help facilitate an elegant, automated gem cutting-and-encrusting production line (see [[Gem_setter|Gem Setting]] for more gem-related examples.)&lt;br /&gt;
&lt;br /&gt;
* DFHack provides the plugin '''Job material''', which can modify the materials used by a given Workshop job&lt;br /&gt;
** In the default DFHack config, the UI for Job Material is accessible by pressing {{k-|Alt|a}} when looking at a Workshop with a job selected.&lt;br /&gt;
** Job Material allows the user to edit the required components for a job.  &lt;br /&gt;
** In the case of gem cutting, this means the specific, one-per-type-of-gem Cut Gem jobs can be turned into a generic job that will cut any and all (available) rough gems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To proceed, first ensure you have [[Utility:DFHack|DFHack]] installed and are running with its default config file in place.  [[Utility:Lazy_Newb_Pack|PyLNP]] users can simply set DFHack to Yes on the DFHack tab, then relaunch the game (other launchers likely have a similar easy DFHack option.)&lt;br /&gt;
&lt;br /&gt;
====Using DFHack to create a single job that will cut any gem:====&lt;br /&gt;
# At a Jeweller, create a Cut Gem job for any rough gem you have in stock.&lt;br /&gt;
# With the job selected, press {{k-|Alt|a}}.&lt;br /&gt;
# You will see the screen shown to the right (the gem type will likely differ of course): [[File:DFHack-JobMaterialUI-GemCut-Orig.png|thumb|right|Step 3: Job before editing]]&lt;br /&gt;
# This screen is showing us the Input Items for the job.  For a Cut Gem job, there is only one input material - the rough gem. &lt;br /&gt;
#* Input items have three parameters: input item, material, and flags.  Using Job Material, we are able to edit the first two of these parameters.  &lt;br /&gt;
# Press {{K|i}} changes the input item, showing the valid options for this job.  In the case of Cut Gem, ''rough gem'' is the only valid choice, so there is nothing to change here.&lt;br /&gt;
# Press {{K|m}} to change the material, again showing all valid options.  Here, we will see many options, in a categorised list.  We could use this to change this Encrust job to use a different cut gem, but we can also do that through the normal UI.  Instead we want to use the first option: ''any material''.&lt;br /&gt;
# Once done, the UI will look as shown on the right.  [[File:DFHack-JobMaterialUI-GemCut-Edited.png|thumb|right|Step 7: Job edited]]&lt;br /&gt;
# Now press {{K|Escape}} to finish the edit.  On the Workshop menu, you will see the job is now called '''''Cut unknown material'''''.&lt;br /&gt;
# Set the job to Repeating and your Gem Cutter(s) will now happily cut any and all rough gem he/she can get their hands on, and the job will never Suspend unless you run out of ''all'' rough gems.  One job to cut them all.&lt;br /&gt;
#* Rest assured that this job will &amp;lt;u&amp;gt;only&amp;lt;/u&amp;gt; cut rough gems: not stone, glass, or anything else cuttable by a Gem Cutter.  This was ensured by editing a rough gem job, ensuring ''any material'' applies only to rough gems.&lt;br /&gt;
# For the final touch, provide a nearby Gem Stockpile with rules set to only allow Rough Gems that you care about: e.g. high value ones.  Now set this stockpile to Give to your Jeweller's Workshop(s).  This can be used to ensure that the generic Cut Any Gem job we just created won't waste time cutting [[Lapis Lazuli]] and other cheap stuff.&lt;br /&gt;
#* Remember that when a Stockpile Gives to a Workshop, that Workshop must then be able to get ''all'' its items from its stockpile links.  That's no problem for the Cut Gem job, but it will become an issue if you also add Encrust With Gems jobs at this same jeweler.  For more information, see [[Stockpile]], [[Stockpile design]] and [[Gem setter]].&lt;br /&gt;
# You can of course mix and match the standard specific jobs with the general one: for example if you acquire some very high-value [[Black_diamond|Black Diamonds]] or [[Star_ruby|Star Rubies]] you can add specific job(s) for those alongside your Any Gem job and your gem cutter will alternate between the specific and general jobs.&lt;br /&gt;
#* You could control the distribution of your jeweller's time by adding multiple specific jobs to go along with one single generic job: for example if there are seven specific jobs and one All, the Any job will run 12.5% (one-eighth) of the time.  That way, the highest-value gems are cut the majority of the time (stock permitting) but there's still a catch-all All Gems job to ensure your jeweller is always cutting ''something''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
How one cuts gems without a chisel or any other tool is a source of much study. The predominant theory is that dwarven teeth, sharpened and conditioned by years of eating the tough flesh of [[plump helmet|plump helmets]], function as a crude cutting tool hard enough to cut diamonds. This is followed by polishing the gem using the tough fibers of their beards, just as it's used to smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=281143</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=281143"/>
		<updated>2023-01-01T17:51:50Z</updated>

		<summary type="html">&lt;p&gt;Boromonokli: /* Quick trade goods */ - trap component and quality mechanic changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:&lt;br /&gt;
&lt;br /&gt;
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.&lt;br /&gt;
* [[Contaminant]]s are unaffected.&lt;br /&gt;
* Smashing a bag of something will destroy the bag, but spill its contents.&lt;br /&gt;
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be &amp;quot;hidden&amp;quot; and inaccessible for the rest of the playthrough.  See the main article for further details.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, stocktaking at a glance with look {{K|k}} and [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 possibly higher FPS].&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
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Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.&lt;br /&gt;
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For multiplying weapons/armor-grade metals, forging and melting giant axe blades, enormous corkscrews, menacing spikes, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
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See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
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== Quick trade goods ==&lt;br /&gt;
[[Bolt|Bolts]], having a high stack size and being affected by quality modifiers, make excellent trade goods when made by a highly trained woodcrafter or metalsmith. This is because quality adds a flat amount to ''each bolt'''s value, going as high as 375☼ on exceptional, and 750☼ on masterwork bolts, making even cheap wooden bolts a quick way of buying out caravans.&lt;br /&gt;
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[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
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Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
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== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
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== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
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For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
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== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly, and dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.&lt;br /&gt;
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This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}&lt;br /&gt;
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== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
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This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}&lt;br /&gt;
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== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
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== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
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([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
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== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[DF2014:Minecart#Impulse_ramps]].&lt;br /&gt;
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== Infinite layer stone without magma ==&lt;br /&gt;
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Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
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Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)&lt;br /&gt;
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The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.&lt;br /&gt;
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Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
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([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
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== Alternate water purification methods ==&lt;br /&gt;
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Contamination in the form of salty or stagnant water is apparently unable to climb stairs.  Lacking the materials to build a screw pump, you can instead purify water by forcing it to pass through a vertical u-bend made of stairs.&lt;br /&gt;
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Flowing fresh water destroys stagnant water on contact, converting it into fresh water.  Oddly enough, flowing salt water also destroys stagnant water on contact, converting it to fresh water, so connecting your murky pools to the sea paradoxically provides clean drinking water.&lt;br /&gt;
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= Adventure mode exploits =&lt;br /&gt;
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== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
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This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
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== Infinite drink ==&lt;br /&gt;
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather.  One can also make a potable pool of water, by emptying a waterskin containing saltwater.&lt;br /&gt;
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== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.&lt;br /&gt;
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== Pack adventurer ==&lt;br /&gt;
You could hold items of any weight, but they affect your speed - except when you're riding a mount. &lt;br /&gt;
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{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Boromonokli</name></author>
	</entry>
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