<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CWillBloom</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CWillBloom"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/CWillBloom"/>
	<updated>2026-04-16T08:04:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cranberries&amp;diff=310929</id>
		<title>Cranberries</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cranberries&amp;diff=310929"/>
		<updated>2025-09-30T04:33:36Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: created redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Cranberry]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Champion&amp;diff=310928</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Champion&amp;diff=310928"/>
		<updated>2025-09-30T02:11:38Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added wikilink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Champion&lt;br /&gt;
| function=&lt;br /&gt;
*Builds morale&lt;br /&gt;
| arrival=&lt;br /&gt;
*Appointed on the [[nobles screen]]&lt;br /&gt;
*Requires a [[baron]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''champion''' is an appointed [[noble]] position, which becomes available after a fortress becomes a [[baron]]y. They have no [[Zones|room]] requirements. The Champion is akin to a cultural champion, that promotes the values of their [[civilization]], and seeks to encourage the denizens of the fort.&lt;br /&gt;
&lt;br /&gt;
The Champion does not perform menial labors, instead merely standing in meeting areas (with a job description of &amp;quot;Noble&amp;quot;) and talking to anyone nearby. Dwarves who speak to the Champion will get a special [[thought]] about &amp;quot;talking to a pillar of society&amp;quot;, with the happiness bonus or penalty depending on the dwarf's [[Personality value#TRADITION|opinions on tradition]], and they will also satisfy their [[need]] to &amp;quot;uphold tradition&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:champ_dwarf.jpg|thumb|320px|center|''Art by Shabazik'']]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = akur&lt;br /&gt;
| elvish  = atafo&lt;br /&gt;
| goblin  = umal&lt;br /&gt;
| human   = zilar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:CHAMPION]&lt;br /&gt;
		[NAME:champion:champions]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:BUILD_MORALE]&lt;br /&gt;
		[APPOINTED_BY:DUKE]&lt;br /&gt;
		[APPOINTED_BY:COUNT]&lt;br /&gt;
		[APPOINTED_BY:BARON]&lt;br /&gt;
		[PRECEDENCE:65]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:7:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:1]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Military Ranks}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grape_vines&amp;diff=310918</id>
		<title>Grape vines</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grape_vines&amp;diff=310918"/>
		<updated>2025-09-27T04:51:28Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: pointed directly to Grape page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Grape]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grape_vines&amp;diff=310917</id>
		<title>Grape vines</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grape_vines&amp;diff=310917"/>
		<updated>2025-09-27T04:51:14Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: created redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Grapes]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grapes&amp;diff=310916</id>
		<title>Grapes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grapes&amp;diff=310916"/>
		<updated>2025-09-27T04:50:36Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: created redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Grape]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310774</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=310774"/>
		<updated>2025-09-15T00:25:12Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Die}}&lt;br /&gt;
[[File:dye_bag_preview.png|right|Bag of Dimple Cup dye powder.]]&lt;br /&gt;
'''Dye''' can be used at the [[dyer's shop]] to change the [[Color#Color_tokens|color]] of clothing materials.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Dyes can be produced by milling a number of [[crop|plants]] at a [[millstone]] or [[quern]], as well as from other sources at a [[dyer's shop]]. Usually, all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye, however, is only useful if you have a somewhat-skilled [[dyer]], otherwise, little value is added and the work wasted. It is better to buy or grow the 'source' plants if available, and mill them yourself. Of course, the nice colors are a value in themselves, if you don't stuff it all in bins.&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven [[cloth]], raw [[thread]], or [[leather]]{{v|52.03}}. Dyed items have their [[value]] increased by the value of the dye (see table above), multiplied by the [[quality]] with which the dye was applied. There is not known to be any difference in the end product based on when the dye was applied during the production process. Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
Dyes can be mixed to create additional colors. The desired color can be chosen at the [[dyer's shop]] with the &amp;quot;dye cloth ([[color]])&amp;quot; job, blending dyes with each other, or the material's natural color, to produce the chosen color.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
On the [[stocks]] screen, dyes are listed under [[powder]]. Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. [[Barrel]]s that contain only powders are called 'Mill barrel'. Each barrel can contain up to 60 dye [[Bag|bags]], each bag containing one stack of dye items.&lt;br /&gt;
&lt;br /&gt;
Bag contents are not recognized in the [[Manager#Work orders|manager's work order conditions]].&lt;br /&gt;
As a workaround, referencing the dye bags is advised: item type 'items', material type 'no material', trait 'dye item'. It will now count all stacks of dye.&lt;br /&gt;
Using material such as 'Dimple dye', 'Emerald dye', 'Redroot dye', 'Sliver dye' will not work.&lt;br /&gt;
&lt;br /&gt;
==List of dyes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
!Crop type&lt;br /&gt;
!Production&lt;br /&gt;
&amp;lt;!--plant_standard, milled--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple dye&lt;br /&gt;
|Midnight blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Underground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
&amp;lt;!--plant_crops--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]]&lt;br /&gt;
|Sorghum leaf dye&lt;br /&gt;
|Rust&lt;br /&gt;
| bgcolor=&amp;quot;#B7410E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]]&lt;br /&gt;
|Rice husk dye&lt;br /&gt;
|Buff&lt;br /&gt;
| bgcolor=&amp;quot;#F0DC82&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]]&lt;br /&gt;
|Red spinach leaf dye&lt;br /&gt;
|Fuchsia&lt;br /&gt;
| bgcolor=&amp;quot;#F400A1&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
&amp;lt;!--plant_garden--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]]&lt;br /&gt;
|Cabbage leaf dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot]]&lt;br /&gt;
|Carrot dye&lt;br /&gt;
|Pale brown&lt;br /&gt;
| bgcolor=&amp;quot;#987654&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]]&lt;br /&gt;
|Eggplant dye&lt;br /&gt;
|Lilac&lt;br /&gt;
| bgcolor=&amp;quot;#C8A2C8&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]]&lt;br /&gt;
|Onion skin dye&lt;br /&gt;
|Orange&lt;br /&gt;
| bgcolor=&amp;quot;#FFA500&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Bulb&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut]]&lt;br /&gt;
|Peanut shell dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Pod&lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]]&lt;br /&gt;
|Potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]]&lt;br /&gt;
|Radish dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]]&lt;br /&gt;
|Rhubarb leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]]&lt;br /&gt;
|Spinach leaf dye&lt;br /&gt;
|Leaf green&lt;br /&gt;
| bgcolor=&amp;quot;#19b211&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]]&lt;br /&gt;
|Sweet potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]]&lt;br /&gt;
|Tomato skin dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]]&lt;br /&gt;
|Turnip skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]]&lt;br /&gt;
|Watermelon dye&lt;br /&gt;
|Orchid pink&lt;br /&gt;
| bgcolor=&amp;quot;#e55bc3&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]]&lt;br /&gt;
|Grape dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]]&lt;br /&gt;
|Cranberry dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#FF0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]]&lt;br /&gt;
|Bilberry dye&lt;br /&gt;
|Violet&lt;br /&gt;
| bgcolor=&amp;quot;#8B00FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]]&lt;br /&gt;
|Blueberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]]&lt;br /&gt;
|Blackberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]]&lt;br /&gt;
|Raspberry dye&lt;br /&gt;
|Raspberry pink&lt;br /&gt;
| bgcolor=&amp;quot;#ff1980&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]]&lt;br /&gt;
|Pineapple leaf dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
&amp;lt;!--plant_standard, tree--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Mangrove]]&lt;br /&gt;
|Mangrove bark dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Mangrove leaf dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine]]&lt;br /&gt;
|Pine bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]&lt;br /&gt;
|Oak bark dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahogany]]&lt;br /&gt;
|Mahogany bark dye&lt;br /&gt;
|Mahogany&lt;br /&gt;
| bgcolor=&amp;quot;#C04000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]]&lt;br /&gt;
|Acacia bark dye&lt;br /&gt;
|Chocolate&lt;br /&gt;
| bgcolor=&amp;quot;#DC691E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple]]&lt;br /&gt;
|Maple bark dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Willow]]&lt;br /&gt;
|Willow bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Willow leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Larch]]&lt;br /&gt;
|Larch bark dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Chestnut]]&lt;br /&gt;
|Chestnut bark dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut leaf dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut hull dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nuts&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Alder]]&lt;br /&gt;
|Alder bark dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Alder cone dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Cones&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch]]&lt;br /&gt;
|Birch bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Ash]]&lt;br /&gt;
|Ash bark dye&lt;br /&gt;
|Goldenrod&lt;br /&gt;
| bgcolor=&amp;quot;#DAA520&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
&amp;lt;!--plant_new_trees--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Banana]]&lt;br /&gt;
|Banana leaf dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Banana peel dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]]&lt;br /&gt;
|Coffee bean dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Guava]]&lt;br /&gt;
|Guava bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Guava leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]]&lt;br /&gt;
|Tea leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|Avocado skin dye&lt;br /&gt;
|Peach&lt;br /&gt;
| bgcolor=&amp;quot;#FFE5B4&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Olive]]&lt;br /&gt;
|Olive bark dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Olive leaf dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Pomegranate]]&lt;br /&gt;
|Pomegranate leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate rind dye&lt;br /&gt;
|Green-yellow&lt;br /&gt;
| bgcolor=&amp;quot;#ADFF2F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate bark dye&lt;br /&gt;
|Gray&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]&lt;br /&gt;
|Almond shell dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nut&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Apple]]&lt;br /&gt;
|Apple bark dye&lt;br /&gt;
|Rose&lt;br /&gt;
| bgcolor=&amp;quot;#F4C2C2&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Apple leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]]&lt;br /&gt;
|Apricot bark dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Bayberry]]&lt;br /&gt;
|Bayberry leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Bayberry dye&lt;br /&gt;
|Blue&lt;br /&gt;
| bgcolor=&amp;quot;#0000FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Cherry]]&lt;br /&gt;
|Cherry bark dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Cherry leaf dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]]&lt;br /&gt;
|Ginkgo leaf dye&lt;br /&gt;
|Lemon&lt;br /&gt;
| bgcolor=&amp;quot;#FDE910&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hazel]]&lt;br /&gt;
|Hazel bark dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Hazel leaf dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]]&lt;br /&gt;
|Peach bark dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Pear]]&lt;br /&gt;
|Pear bark dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Pear leaf dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]&lt;br /&gt;
|Persimmon dye&lt;br /&gt;
|Slate gray&lt;br /&gt;
| bgcolor=&amp;quot;#708090&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]]&lt;br /&gt;
|Plum bark dye&lt;br /&gt;
|Mauve taupe&lt;br /&gt;
| bgcolor=&amp;quot;#915F6D&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
A number of plants have comments in their [[raw file]]s suggesting they should produce dye, dating from before more dyes were added in [[Release information/52.03|52.03]]. [[Wild carrot]] and [[rhubarb]] produce dyes from different parts than their comment suggests: flowers and roots in the respective comments. [[Pendant amaranth]] flowers are noted to produce dye, but do not have any in-game dye materials.&lt;br /&gt;
&lt;br /&gt;
Sliver barbs are only found in [[Surroundings#Evil|evil]] areas, therefore, [[elf|elves]], [[dwarf|dwarves]], and [[human]]s won't bring sliver barbs to trade. To obtain it, you must embark in an evil area and pull it from the ground yourself.&lt;br /&gt;
&lt;br /&gt;
[[Hide root|Redroot dye]] is the only dye priced at 10[[Currency|☼]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In some dwarven civilizations, a common battle cry is ‘ESHON ALOD ATÍR!’, which [[Dwarven language|translates]] as ‘TODAY IS A GOOD DAY TO DYE!’ Dwarven historians have been unable to determine why this should be.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Decoration]]&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Dye]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=XML_dump&amp;diff=310729</id>
		<title>XML dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=XML_dump&amp;diff=310729"/>
		<updated>2025-09-09T22:06:41Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: convertede section header to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{old|v=50.01}}&lt;br /&gt;
&lt;br /&gt;
An '''XML dump''' of a world's history can be generated from [[Legends]] mode by pressing {{k|x}}, and will be placed in the ''Dwarf Fortress'' root folder. The dump consists of many internals ''Dwarf Fortress'' tracks about the world in [[wikipedia:XML|XML format]].  Be warned that the generated XML file can be quite large, even a gigabyte or more, especially for long-lived worlds with many [[historical figure]]s.  The dump is currently incomplete and is missing a lot of data about the world.  The third-party utility [[Utility:DFHack|DFHack]] can output a more thorough legends_plus.xml dump that supplements at least some of the missing information. &lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
A non-exhaustive breakdown of ''Dwarf Fortress'' XML export tags is available [http://pastebin.com/wb2zLvRh here].&lt;br /&gt;
&lt;br /&gt;
The [[v0.31:XML_dump|v0.31 xml dump page]] contains a lot of detail about the dumped information, and a lot of it is still accurate for this version.&lt;br /&gt;
&lt;br /&gt;
=== seconds72 ===&lt;br /&gt;
&lt;br /&gt;
These values specify when during the year an event occurred.  For example, the ''birth_seconds72'' and ''death_seconds72'' subelements of ''historical_figure'' elements have values of this type. &lt;br /&gt;
&lt;br /&gt;
There are 12 months in a ''Dwarf Fortress'' [[Calendar|year]], exactly 28 days in each month, 24 hours in each day, 60 minutes in each hour, and 60 seconds in each minute.  Divide seconds by 72 to get the seconds72 value.  There are 1,200 seconds72 in a day.  There are 403,200 seconds72 in a ''Dwarf Fortress'' year.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
If you have played a fortress and then exported legends, you may get an error about unreadable HEX characters.  This is caused by older versions of [[utility:DFHack|DFHack]], where plugins (such as &amp;quot;workflow&amp;quot;) saved their settings as unreadable historical figures.  There are several ways to fix this:&lt;br /&gt;
* Clear the settings for the various plugins in fortress mode before exporting legends&lt;br /&gt;
* Edit the xml by hand, [http://www.bay12forums.com/smf/index.php?topic=72702.msg4629392#msg4629392 as described here] (any platform)&lt;br /&gt;
* Use the [http://www.bay12forums.com/smf/index.php?topic=131307 Legends Processing script] (windows only), which fixes the xml and also creates a compressed folder as described above&lt;br /&gt;
&lt;br /&gt;
Versions of DFHack made for Dwarf Fortress 0.47.01 and later should not suffer from this problem.&lt;br /&gt;
&lt;br /&gt;
== Contents of the vanilla legends.XML file ==&lt;br /&gt;
&lt;br /&gt;
* The file is encoded in [https://en.wikipedia.org/wiki/Code_page_437 CP437], and therefore will not be decode-able directly to UTF8.&lt;br /&gt;
* The top-level node is ``df_world`` node. This contains 14 child nodes, each of which acts as a collection of identically formed child nodes. The nodes are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ df_world format&lt;br /&gt;
|-&lt;br /&gt;
! Parent node !! Individual node name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| regions || region || A named region of the world map.&lt;br /&gt;
|-&lt;br /&gt;
| underground_regions || underground_region || An unnamed underground region of the world map.&lt;br /&gt;
|-&lt;br /&gt;
| sites || site || A site on the map with structures present in the site.&lt;br /&gt;
|-&lt;br /&gt;
| artifacts || artifact || Artifacts with their associated written content, location, or holder (if relevant).&lt;br /&gt;
|-&lt;br /&gt;
| world_constructions || world_construction || This section appears to be blank in legends.xml (the vanilla export).&lt;br /&gt;
|-&lt;br /&gt;
| historical_figures || historical_figure || Historical figures with entities associated to them.&lt;br /&gt;
|-&lt;br /&gt;
| entity_populations || entity_population || Each entity_population node contains an id and no further information.&lt;br /&gt;
|-&lt;br /&gt;
| entities || entity || A civilisation, group, unit, or other organised collection of creatures. In the case of non-sentient civilisations, entries will consist of only an id.&lt;br /&gt;
|-&lt;br /&gt;
| historical_events || historical_event || An event with a timestamp, type, and location. Some events contain links to involved entities and figures.&lt;br /&gt;
|-&lt;br /&gt;
| historical_event_collections || historical_event_collection || A collection of historical events that are related to each other (for example, wars).&lt;br /&gt;
|-&lt;br /&gt;
| historical_eras || historical_era || The timeframe of each historical era.&lt;br /&gt;
|- written_contents || written_content || A piece of written content with its author, title, and length.&lt;br /&gt;
|-&lt;br /&gt;
| poetic_forms || poetic_form || Description of a poetic form.&lt;br /&gt;
|-&lt;br /&gt;
| musical_forms || musical_form || Description of a musical form.&lt;br /&gt;
|-&lt;br /&gt;
| dance_forms || dance_form || Description of a dance form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Contents of the DFhack legends_plus.XML file ==&lt;br /&gt;
&lt;br /&gt;
* Encoded in UTF-8, rather than in CP437.  &lt;br /&gt;
* Also has a top-level ``df_world`` node.  &lt;br /&gt;
* Contains some new nodes as well as some additional information of node types present in the vanilla ``legends.xml``.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parent node !! Individual node name !! Relation to vanilla ``legends.XML`` content !! Description  &lt;br /&gt;
|-&lt;br /&gt;
| name ||  || only present here || The name of the world, untranslated. String.&lt;br /&gt;
|- &lt;br /&gt;
| altname || || only present here || The name of the world, translated. String.&lt;br /&gt;
|-&lt;br /&gt;
| landmasses || landmass || only present here || &lt;br /&gt;
|-&lt;br /&gt;
| mountain_peaks || mountain_peak || only present here || &lt;br /&gt;
|-&lt;br /&gt;
| regions || region || additional information || &lt;br /&gt;
|-&lt;br /&gt;
| underground_regions || underground_region || additional information ||&lt;br /&gt;
|-&lt;br /&gt;
| rivers || river || only present here || &lt;br /&gt;
|-&lt;br /&gt;
| creature_raw || creature || only present here ||&lt;br /&gt;
|-&lt;br /&gt;
| sites || site || additional information ||&lt;br /&gt;
|-&lt;br /&gt;
| world_constructions || world_construction || additional information ||&lt;br /&gt;
|-&lt;br /&gt;
| artifacts || artifact || additional information ||&lt;br /&gt;
|-&lt;br /&gt;
| historical_figures || historical_figure || additional information, some duplication ||&lt;br /&gt;
|- &lt;br /&gt;
| identities || identity || only present here ||&lt;br /&gt;
|-&lt;br /&gt;
| entity_populations || entity_population || only present (with information) here ||&lt;br /&gt;
|-&lt;br /&gt;
| entities || entity || only present (with information) here ||&lt;br /&gt;
|-&lt;br /&gt;
| historical_events || historical_event || additional information ||&lt;br /&gt;
|-&lt;br /&gt;
| historical_event_relationships || historical_event_relationship || only present here ||&lt;br /&gt;
|-&lt;br /&gt;
| historical_event_relationship_supplements || historical_event_relationship_supplement || only present here ||&lt;br /&gt;
|-&lt;br /&gt;
| historical_event_collections || || additional information (?) || appears to be empty.&lt;br /&gt;
|-&lt;br /&gt;
| historical_eras || || additional information (?) || appears to be empty.&lt;br /&gt;
|-&lt;br /&gt;
| written_contents || written_content || additional information ||&lt;br /&gt;
|- &lt;br /&gt;
| poetic_forms || poetic_form || duplicated information (name) ||&lt;br /&gt;
|- &lt;br /&gt;
| musical_forms || musical_form || duplicated information (name) ||&lt;br /&gt;
|- &lt;br /&gt;
| dance_forms || dance_form || duplicated information (name) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
The contents of each node item can be:   &lt;br /&gt;
&lt;br /&gt;
* (optionally signed) integer literal&lt;br /&gt;
* string&lt;br /&gt;
* a specific set of enum values (either string or integer)&lt;br /&gt;
* a list of items delimited by pipes; ``|`` (e.g. ``4,5|4,6``)&lt;br /&gt;
* a coordinate pair ``integer,integer`` (e.g. ``4,5``)&lt;br /&gt;
&lt;br /&gt;
Nodes can either be:&lt;br /&gt;
&lt;br /&gt;
* Quantity 1 - this node is always present and unique per item.  &lt;br /&gt;
* Quantity 0-1 - this node is not always present but is unique if present.&lt;br /&gt;
* Quantity 1+ - this node is always present but can have duplicates.&lt;br /&gt;
* Quantity 0+ - this node is not always present but can have duplicates.&lt;br /&gt;
&lt;br /&gt;
== Geography == &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;region&amp;gt; - legends.xml ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &amp;lt;region&amp;gt; - legends.xml&lt;br /&gt;
|-&lt;br /&gt;
! Node name !! Quantity !! Type !! Contents&lt;br /&gt;
|-&lt;br /&gt;
| id || 1 || integer || Region ID.&lt;br /&gt;
|-&lt;br /&gt;
| type || 1 || string enum || One of: hills, forest, grassland, desert, lake, mountains, wetland, glacier, tundra, ocean&lt;br /&gt;
|-&lt;br /&gt;
| name || 1 || string || The translated name of the region.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;region&amp;gt; - legends_plus.xml ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &amp;lt;region&amp;gt; - legends_plus.xml&lt;br /&gt;
|-&lt;br /&gt;
! Node name !! Quantity !! Type !! Contents&lt;br /&gt;
|-&lt;br /&gt;
| id || 1 || integer || Region ID.&lt;br /&gt;
|-&lt;br /&gt;
| coords || 1 || list of coords || A list of squares in the world that are in this region. Sorted in increasing order of x and then y.&lt;br /&gt;
|-&lt;br /&gt;
| evilness || 1 || string enum || One of: good, neutral, evil.&lt;br /&gt;
|-&lt;br /&gt;
| force_id || 0-1 || integer || &amp;lt;info needed&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;underground_region&amp;gt; - legends.xml ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &amp;lt;underground_region&amp;gt; - legends.xml&lt;br /&gt;
|-&lt;br /&gt;
! Node name !! Quantity !! Type !! Contents&lt;br /&gt;
|-&lt;br /&gt;
| id || 1 || integer || Underground region ID.&lt;br /&gt;
|-&lt;br /&gt;
| type || 1 || string enum || One of: cavern, underworld, magma&lt;br /&gt;
|-&lt;br /&gt;
| depth || 1 || integer || &amp;lt;info needed&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;underground_region&amp;gt; - legends_plus.xml ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ &amp;lt;underground_region&amp;gt; - legends_plus.xml&lt;br /&gt;
|-&lt;br /&gt;
! Node name !! Quantity !! Type !! Contents&lt;br /&gt;
|-&lt;br /&gt;
| id || 1 || integer || Underground region ID.&lt;br /&gt;
|-&lt;br /&gt;
| coords || 1 || list of coords || A list of squares in the world that are in this region. Sorted in increasing order of x and then y.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Legends|Legends Mode]]&lt;br /&gt;
* [[Utilities#Legends_Viewer|Legends Viewer (utility)]]&lt;br /&gt;
* [[Utilities#Legends_tools|Legends Utilities]]&lt;br /&gt;
* [[World History file]]&lt;br /&gt;
* [[World Sites file]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Files}}&lt;br /&gt;
[[ru:XML dump]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Prickle_berry&amp;diff=310711</id>
		<title>Prickle berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Prickle_berry&amp;diff=310711"/>
		<updated>2025-09-07T21:57:05Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added the name of the alcohol to the main text (makes it more accessible, since the sidebar isn't very prominent because the article is so short)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
|graphic=prickle_berries_shrub_sprite.png&lt;br /&gt;
|seedimage=prickle_berry_seeds_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Prickle berry''' is an inferior [[above ground|aboveground]] [[crop]], similar in that way to [[rat weed]]. It can be [[food|eaten]], [[cooking|cooked]], or [[brewing|brewed]] into [[prickle berry wine]]. However, it is not as [[Alcohol#List_of_alcohol|prized]] (or valuable) as any of the [[underground]] crops.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] prickle berries for their ''precise thorns''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vein&amp;diff=308752</id>
		<title>Vein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vein&amp;diff=308752"/>
		<updated>2025-03-24T01:52:36Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: made formatting more consistent, and cleaned up see also section (small grammar changes and alphabetized non-commented entries)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:vein_preview.png|right]]&lt;br /&gt;
If a stone is not a [[layer]] stone, then it is found within a layer or another stone as a '''vein''' or a '''cluster'''. Veins and clusters do not jump z-levels, except by coincidence - a vein or cluster is limited to one z-level, but that doesn't mean the same stone can't be found above or below as well if the conditions (the surrounding stone) are right. However, multi-Z-level veins and clusters are planned for a future release.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur only in one of these four patterns:&lt;br /&gt;
&amp;lt;!--EDITORS - IF YOU UPDATE THIS INFO, PLEASE BE SURE TO ALSO UPDATE [[Exporatory mining]]!&lt;br /&gt;
SOME REDUNDANT INFORMATION IS CRITICAL TO THAT ARTICLE (but not all)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* '''Large cluster''' - An oval that occupies nearly half of a 48×48 block, area-wise, and completely contained within the boundaries of that block, which tends to center them. These huge ovals consistently measure near 20×40 tiles, and average perhaps 750 stones each. Only one appears per block, and while veins and small clusters can be found in some few stone types, large clusters typically do not consist of useful or valuable stones ([[magnetite]] being a notable exception).&lt;br /&gt;
::Even if a block contains a large cluster, it will likely '''also''' contain numerous other independent veins or small clusters, even within the large cluster itself.&lt;br /&gt;
:* '''Vein''' - A sinuous line of the material crosses part of the block.  These vary from 1-4 tiles wide within a single vein and average about 100 stones each, but veins with over 200 stones have been reported*. When a vein ends, it does not start again unless it was broken by another vein, cluster or erosion (see below).&lt;br /&gt;
::''(* It's ~possible~ that these are 2 identical veins lined up end-to-end, but it's unclear if there is an upper limit as to how big a single vein can be.)''&lt;br /&gt;
:* '''Small cluster''' - A sprinkle of 1 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.  These average 4-5 adjacent stones each and do not span more than three tiles in each direction. (That is, all tiles are enclosed in a 3×3 square area.)&lt;br /&gt;
:* '''Single Gem''' - [[Gem#Rare|Rare gems]] show up only as a single example within a small cluster of similar [[Gem#Precious|precious gems]]; for example, a star ruby will only be found within a cluster of rubies, and a clear diamond will only appear in a cluster of faint yellow diamonds, etc. ''(Since &amp;quot;small clusters&amp;quot; occasionally have only 1 gem in them, it's theoretically possible that a rare gem could be found alone - this would, indeed, be rare.)''&lt;br /&gt;
&lt;br /&gt;
Two independent veins (of the same or different stone/ore) can sometimes be found &amp;quot;doubled&amp;quot;, next to each other, or folded back on themselves.  Unrelated veins and clusters can also intersect or overlap with each other - only one type of stone/ore/gem will be found in any one tile, however.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px heights=300px&amp;gt;&lt;br /&gt;
Image:Large_clusters.png|Large clusters of [[olivine]], visualised using [[Utility:DFHack|DFHack]].&lt;br /&gt;
Image:Veins.png|Multiple veins of [[hematite]], [[cobaltite]] and [[galena]], visualised using [[Utility:DFHack|DFHack]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note also that erosion (pre-[[embark]], during world-gen), rivers and underground [[cavern]]s may reduce exposed veins and clusters to a fraction of their original starting size, and/or cut through them, [[Revealed tile|exposing]] only the remnants, or two parts of a single vein in two nearby areas on the same [[z-level]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Eroded vein.PNG|thumb|center|400px|A '''single vein''' of hematite has been exposed on a hillside on the surface, cut and heavily reduced by erosion. The final count was ''far'' below average, not much more than twice what is visible.]]&lt;br /&gt;
&lt;br /&gt;
It is common to find certain gemstones embedded only in certain veins or large clusters. For instance, to find rubies and sapphires, explore [[bauxite]] clusters; for [[diamond]]s, one should follow any [[kimberlite]] veins they find, which in turn are found only in [[gabbro]] [[layer]]s. [[The Non-Dwarf's Guide to Rock|Knowing what stone (or ore) contains what veins and clusters]] can be useful in [[exploratory mining]] and to understand the information given to you before you embark on a new game, and complete information for each can be found on the wiki page for that stone/ore/gem.&lt;br /&gt;
&lt;br /&gt;
[[Raw adamantine]] is neither a typical stone nor metal ore, and deposits of raw adamantine do not follow any of the normal patterns.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
:* [[Exploratory mining]]&lt;br /&gt;
:* [[Gem]]&lt;br /&gt;
:* [[Ore]]&lt;br /&gt;
:* [[Soil]]&lt;br /&gt;
:* [[Stone]]&lt;br /&gt;
:* (Also, any individual types of stone, ore, or gem, by specific name - for instance, [[granite]] or [[native gold]].)&lt;br /&gt;
:* For newer players: [[The Non-Dwarf's Guide to Rock]]&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Vein]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=308736</id>
		<title>Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Justice&amp;diff=308736"/>
		<updated>2025-03-23T05:14:16Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: made formatting more consistent. converted section header to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_justice.png|thumb|When you forget the Baron's demands for 3 flutes.&amp;lt;br /&amp;gt;''Art by MK01'']]&lt;br /&gt;
&lt;br /&gt;
The '''justice''' system is present to punish criminals. Justice is administered by a [[sheriff]] or [[captain of the guard]], and is used to deal with criminal acts committed in the fortress by citizens or [[visitor]]s; for example, dwarves disobeying their betters, breaking furniture, starting fights, etc. &lt;br /&gt;
&lt;br /&gt;
== Screen ==&lt;br /&gt;
[[File:Opening Justice Menu.png|thumb|Click scales icon or press j on the keyboard.]]&lt;br /&gt;
To get to the justice screen, click the Justice menu button or press {{k|j}}&lt;br /&gt;
=== Open cases tab ===&lt;br /&gt;
The Open cases tab has a list of the open cases on the left from oldest to most recent. On the right, details about the selected case are provided, including the injured party (if applicable), the case status ({{DFtext|Unsolved.|3:1}}), and the witnesses who reported the crime. There are two buttons which allow the player to [[Justice#Interrogation|interrogate]] or [[Justice#Punishments|convict]] a creature.&lt;br /&gt;
&lt;br /&gt;
=== Closed cases tab ===&lt;br /&gt;
The Closed cases tab, similarly to the open cases tab, has a list of the closed cases on the left from oldest to most recent, with details on the right. However, there are no buttons, and the case status is described as {{DFtext|Convicted: Urist McDidntMakeFlutes, Craftsdwarf.|5:1}}&lt;br /&gt;
&lt;br /&gt;
=== Cold cases tab ===&lt;br /&gt;
The Cold cases tab is the same as the open cases tab, but only includes cases older than one year.&lt;br /&gt;
&lt;br /&gt;
=== Fortress guard tab ===&lt;br /&gt;
The Fortress guard tab contains information on the [[fortress guard]] if it exists. At the top is shown the total number of combined [[Cage|cages]] plus [[Restraint|restraints]] in the [[dungeon]] out of the number requested by the fortress guard (approximately one tenth the population). Note that [[Chain|chains]] includes both ropes and chains.&lt;br /&gt;
&lt;br /&gt;
The rest of the tab is a list of members of the fortress guard, including the cases assigned to each member.&lt;br /&gt;
&lt;br /&gt;
=== Convicts tab ===&lt;br /&gt;
The Convicts tab contains of a list on the left of everybody who has been convicted of a crime. On the right, pending sentence(s) for the selected creature are displayed, along with all the crimes they have ever been convicted of.&lt;br /&gt;
&lt;br /&gt;
=== Intelligence tab ===&lt;br /&gt;
The Intelligence tab shows information gathered about hostile [[Intrigue|plots]] via [[Justice#Interrogation|interrogation]].&lt;br /&gt;
&lt;br /&gt;
== Crimes ==&lt;br /&gt;
[[File:Justice screen.png|thumb|In-game screenshot]]&lt;br /&gt;
&lt;br /&gt;
* '''Violation of Production Order''' - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* '''Violation of Export Prohibition''' - selling items to a caravan which a [[noble]] forbade the export of.&lt;br /&gt;
* '''Violation of Job Order''' - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* '''Conspiracy to Slow Labor''' - deliberately slowing down the workflow of the fortress by delaying jobs (currently does not happen)&lt;br /&gt;
* '''Murder''' - killing a fellow dwarf or tame [[animal]]; alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* '''Disorderly Conduct''' - attacking another dwarf during a [[tantrum]].&lt;br /&gt;
* '''Building destruction''' -- destroying a [[building]] during a [[tantrum]].&lt;br /&gt;
* '''Vandalism''' - toppling [[furniture]] during a [[tantrum]].&lt;br /&gt;
* '''Theft''' - a dwarf stole an [[artifact]].&lt;br /&gt;
* '''Robbery''' - exact deed is unknown&lt;br /&gt;
* '''Blood-drinking''' - being caught sucking blood out of another dwarf. not in use&lt;br /&gt;
* '''Embezzlement''' - exact deed is unknown&lt;br /&gt;
* '''Attempted murder''' - exact deed is unknown&lt;br /&gt;
* '''Kidnapping''' - exact deed is unknown&lt;br /&gt;
* '''Attempted kidnapping''' - exact deed is unknown&lt;br /&gt;
* '''Attempted theft''' - exact deed is unknown&lt;br /&gt;
* '''Treason''' - exact deed is unknown&lt;br /&gt;
* '''Espionage''' - an [[agent]] infiltrated your fortress as a [[visitor]], as part of a larger plot (for example, to steal an [[artifact]], or to corrupt a [[noble]]).&lt;br /&gt;
* '''Bribery''' - exact deed is unknown&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder. The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against. &lt;br /&gt;
&lt;br /&gt;
In some cases, the player has to convict a criminal or suspect, in others, criminals are convicted without player input. In case of mandate infractions, the player is generally not asked for input, while murderers must be convicted by the player. Practically anybody can be blamed for a murder, including tame animals and long-dead persons. However, the populace will feel [[Thought#Justice|affronted]] at particularly nonsensical convictions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a banned item is sold to a merchant and a merchant leaves the map with it.  In this case, the criminal is NOT the trader who authorized the sale, but the hapless hauler who brought the good to the trade depot.  It can happen when a noble decides to ban an export '''after''' you've already traded away a relevant item.  Yeah, that's lame, but one way to mitigate it is to not perform trades unless there is an active mandate, and then obey it.  You'll have a lower risk of the noble making a NEW mandate between the time that the merchants arrive and depart if one is already in place.  If you've sold an item that subsequently becomes banned, but the merchants haven't left yet, you can also eat your pride and pay to buy it back.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess - instead of punches, sometimes, they may use the weapons they're carrying.  Suddenly, keeping those axe lords happy seems a bit more high priority, eh?&lt;br /&gt;
&lt;br /&gt;
Dwarves and others are also variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
== Interrogation ==&lt;br /&gt;
[[File:Investigation.png|thumb|Crime investigation at work.  Do note that you might not be able to interview the deceased.]]&lt;br /&gt;
[[File:Courtroom.png|thumb|A typical (not really) dwarven court.]]&lt;br /&gt;
&lt;br /&gt;
Dwarves and friendly visitors can also be interrogated as the suspects of crimes, in which case they are escorted by the Captain of the Guard to their office and questioned. If the interrogation is successful (which is determined by the Captain's various [[Social_skill|social skills]] against the target's) the target will confess what they know, whether that is a crime they themselves have committed or their membership of a particular scheming or other villainous organisation, and possibly the names of other members of said organisations; the results are detailed in a [[report]] and the target is listed in the Actors tab of the justice menu.&lt;br /&gt;
Interrogating an innocent dwarf does not have any negative effects, so if you're unsure of a culprit, you could interrogate the entire fort without any repercussions other than lost work time.&lt;br /&gt;
&lt;br /&gt;
You can (and probably should) investigate all new arrivals (immigrants and visitors), as some of them may be there to commit a crime (espionage, theft, etc) or may be under a false name that is guilty of another crime.  To do so, there needs to be at least one Open case in the Justice &amp;gt; Open cases menu.  You can click &amp;quot;Interrogate&amp;quot; and then scroll down to the target of investigation.  This may result in newly reported crimes in the Open cases tab, and it will result in new data in the Intelligence tab.&lt;br /&gt;
&lt;br /&gt;
== Punishments ==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a [[sheriff]] has been assigned. &lt;br /&gt;
&lt;br /&gt;
In increasing order of severity (at least, that's what the dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (more dangerous than it sounds, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the [[sheriff]] or by a member of the [[fortress guard]]. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating, giving the criminal an unhappy thought and the injured party (i.e. the dwarf injured by the criminal, if one exists) a happy thought. If the crime calls for hammer strikes, then the hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection, if you want your dwarves to survive beatings:&lt;br /&gt;
Punches to the head have a very high fatality rate, possibly due to a bug {{bug|2907}}. Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live). Even without headstrikes, beatings can easily result in broken bones or organ damage, making prison sentences a less risky option.&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
If the criminal is a [[visitor]], it is entirely possible for them to run away from your fortress before punishment is delivered.&lt;br /&gt;
&lt;br /&gt;
The level of punishment is determined by the civilisation's [[ethics]].&lt;br /&gt;
* PUNISH_SERIOUS will result in either a beating or a month in prison.&lt;br /&gt;
* PUNISH_CAPITAL will result in either 8 months in prison or 50 hammerstrikes.&lt;br /&gt;
&lt;br /&gt;
== Cages and chains ==&lt;br /&gt;
Designate a new dungeon by going to {{k|z}}ones, select Dungeon, and then highlight the area of your future dungeon/prison.  Once designated, the {{k|j}}ustice &amp;gt; Fortress guard screen will show you how many jail cells are available in the dungeon.&lt;br /&gt;
&lt;br /&gt;
Jails can be made out of either cages or chains, and each has its own advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
Chains:&lt;br /&gt;
* Pro - prisoners can still walk to adjacent tiles to eat, drink, sleep, and admire furniture, keeping them happy&lt;br /&gt;
* Con - prisoners throwing [[tantrum]]s can break their chains and attack anybody nearby (including the haulers refilling their food/drink stockpiles)&lt;br /&gt;
&lt;br /&gt;
Cages:&lt;br /&gt;
* Pro - unhappy prisoners cannot do any damage to themselves or others&lt;br /&gt;
* Con - prisoners require other citizens to give them food and water, or they will die&lt;br /&gt;
&lt;br /&gt;
== Happiness management ==&lt;br /&gt;
A dwarf or other creature that is carelessly tied up in a dank dungeon is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when (if) someone finally brings some. Don't forget that all civilized dwarves like using a mug/goblet. &lt;br /&gt;
Decorating your jail with numerous valuable engravings and furniture is helpful too. This includes the chain itself -- prisoners will be happier being shackled with a shiny [[diamond]]-[[decoration|encrusted]] [[gold]] chain than tied up with a boring old [[pig tail]] rope. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.  You can even add a beautiful water well and a soap stockpile so the dwarf can bathe and drink water if necessary.&lt;br /&gt;
&lt;br /&gt;
== Backlog ==&lt;br /&gt;
Dwarven justice has no statute of limitations, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobility for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to chaining up all delinquents and, once all chains are occupied, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing restraints first, and possibly way more than recommended.&lt;br /&gt;
&lt;br /&gt;
== Exemption ==&lt;br /&gt;
Creatures are exempt from the justice system if they are any of the following:&lt;br /&gt;
&lt;br /&gt;
* Dead&lt;br /&gt;
* [[Insane]]&lt;br /&gt;
* In a [[strange mood]]&lt;br /&gt;
* A [[child]] or a [[baby]]&lt;br /&gt;
* Non-humanoid (animals are exempt)&lt;br /&gt;
* A local position holder with {{token|PUNISHMENT_EXEMPTION|po}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the Dwarven justice system, the Dwarves are oppressed by two separate yet equally obstinate nobles: the sheriff, who investigates crimes, and the hammerer, who beats the living %#(* out of the offenders.  These are their stories.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank the [[deity|gods]] I only got assigned a long-term jail time followed by a hammering. My partner in crime was assigned to a guard beating, poor bastard's head got pulped after one punch.&amp;quot; -Urist Mc. Murderhobo.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = imketh | elvish = leÿa | goblin = aka | human = takru}}&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Justice]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=308731</id>
		<title>Aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Aluminum&amp;diff=308731"/>
		<updated>2025-03-23T02:40:04Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: convertede section header to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Aluminum&lt;br /&gt;
|graphic=aluminum_bar_sprite.png&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:AluminumSample.png|256px|center|frameless]]&lt;br /&gt;
|color=7:7:1 &lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[File:ore_dullgrey_sprite.png]] [[Native aluminum]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40☼&lt;br /&gt;
* [[Material science|Impact strength]] 175 MPa&lt;br /&gt;
* [[Material science|Shear strength]] 50 MPa&lt;br /&gt;
{{firemagmasafe|yes|no}}&lt;br /&gt;
* [[Melting point]] {{ct|11188}}&lt;br /&gt;
* [[Boiling point]] {{ct|14534}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 2700 kg/m³&lt;br /&gt;
* Liquid [[density]] 2375 kg/m³&lt;br /&gt;
* [[Specific heat]] 900 J/kg·K&lt;br /&gt;
* [[Color]] white&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aluminum''' is a high-value decorative metal used to create [[furniture]] and other objects, but not forgable into [[weapon]]ry or [[armor]].&lt;br /&gt;
&lt;br /&gt;
With a [[material value]] of 40, aluminum is tied with [[platinum]] as the second-highest value [[metal]] in the game, after the peerless and extraordinarily rare [[adamantine]]. It also is the second lightest metal, again against [[adamantine]]. Its only [[ore]] is [[native aluminum]] and it is found only exceedingly rarely, appearing only in small [[cluster]]s and only in [[igneous extrusive]] [[stone layer]]s.&lt;br /&gt;
 &lt;br /&gt;
[[File:Statue of Saint Florian, Lend.jpg|thumb|left|300px|Aluminum statue.]]&lt;br /&gt;
&lt;br /&gt;
==Real world vs. Dwarf Fortress:==&lt;br /&gt;
Aluminum is actually the most abundant metal in the Earth's crust, and the third-most abundant element, but in the ''Dwarf Fortress'' world can only be sourced from pure deposits; as aluminum is highly reactive, these are exceedingly rare. This matches the metal's real life account, as until the invention of the [[wikipedia:Hall–Héroult process|Hall–Héroult process]] (which utilizes electrolysis and is thus beyond the technology level of the setting) in 1886/1888 and easy metal extraction from [[bauxite]], aluminum was many times more valuable than gold. &lt;br /&gt;
&lt;br /&gt;
Napoleon III supposedly gave a banquet where his favored guests were given aluminum utensils, while the others had to make do with ordinary [[gold]]. When the tip of the Washington Monument in Washington DC was forged out of pure aluminum, it was (and remained until the invention of the above process) the largest single object made of metallic aluminum.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pick&amp;diff=308728</id>
		<title>Pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pick&amp;diff=308728"/>
		<updated>2025-03-23T00:50:32Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: converted section title to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:pickaxe_sprite_preview.png|right]]&lt;br /&gt;
A '''pick''' is a [[equipment|digging implement]] / [[weapon]] that can be [[Metalsmith's forge|forged]] (using the [[weaponsmithing]] labor) from most weapon-grade [[metal]]s, such as [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], and [[adamantine]], but not [[silver]], (although other [[weapon]]s can be forged from silver).  Picks are essential for a properly-functioning fortress: [[miner]]s require picks to strike the earth, dig tunnels, carve staircases and everything else related to the removal of rock and soil tiles. You will need to purchase or create picks on embark, as miners won't bring their own. Without picks, your dwarves will be stranded on the surface, forced to live like [[elf|elves]]. The [[quality]] and [[material]] of a pick have no effect on its speed when digging through rock; that depends solely on the user's [[Mining]] skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can also be used as weapons. They inflict [[attack types|EDGE type]] damage, tend to impale or dismember enemies, and gain damage bonuses dependent on the user's Mining skill level. Picks combine a velocity bonus with a narrow attack surface, making them on par with spears for penetration while inflicting broader wounds. The effectiveness of picks is often overestimated by newer players who tend to fall short on proper military training. When they then see the effects of skill by the single miner they've been ordering to mine stone day and night compared to their late start militaries on part-time schedules, they are amazed and imagine that the pick must be a superweapon. Another source of such beliefs is that the Pick seems to be a &amp;quot;superweapon&amp;quot; ''on paper'' - as it has Edge attack type, pretty small contact area (100), average penetration (4000) and 2.0x velocity - what, to the inexperienced eye, seems to be a mashup of the best qualities of the [[War hammer]] and [[Spear]] (which is close to truth, but novice players tend to overestimate the power of such a combination). Extensive [https://docs.google.com/spreadsheets/d/1oIXN-fTeEWjdZmzSDIbnQclPmosIL2_EntmQ4oK4rew/edit#gid=0 testing] that examines weapons {{Tooltip|''ceteris paribus''|With other conditions remaining the same.}} has revealed that it is very effective, but not in itself the best in every category.&lt;br /&gt;
&lt;br /&gt;
While other weapons, given equal skills, are more effective against siegers and huge enemies, picks excel at killing undead, in particular armored undead. The main advantage and key thing that sets picks apart is that players can utilize mining quarries to increase the weapon skill of potential military dwarves faster than they can ascend to sparring status, although this comes at the opportunity cost of putting off the other skills you would in a sparring session, especially defensive, blocking and armor skills. An additional point in their favor is that it also results in a large number of miners in case you have a mega project in mind and need FPS-crushing amounts of stone quarried.&lt;br /&gt;
&lt;br /&gt;
Unlike when digging through rock, [[quality]] and [[material]] are both important when using a pick as a weapon. Since a [[steel]] pick, just like every bladed dwarven weapon, can penetrate most armor, picks are effective against any foe, armored, [[Forgotten beast|forgotten elemental]], [[Bronze colossus|bronze]], or otherwise. Picks are slightly below average in terms of how many dwarves can wield them along with a shield. [[Weapon#Size|Some dwarves must use two hands]], which makes them more similar to real-life (modern human) ice axes than actual pickaxes.&lt;br /&gt;
&lt;br /&gt;
Note that military dwarves will never select a pick as a weapon if allowed &amp;quot;individual choice&amp;quot; - they must be specifically assigned picks as part of their uniform or on their equip screen. &lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
* Metal picks cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal pick is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine pick is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tekkud&lt;br /&gt;
| elvish  = mubara&lt;br /&gt;
| goblin  = otez&lt;br /&gt;
| human   = tekud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ramie&amp;diff=308630</id>
		<title>Ramie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ramie&amp;diff=308630"/>
		<updated>2025-03-17T22:43:13Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added wikilinks and milling step&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=ramie_shrub_sprite.png&lt;br /&gt;
|seedimage=ramie_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Thread]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ramie''' is an [[aboveground]] [[crop]]. Once harvested, ramie plants may be [[plant processing|processed]] at a [[farmer's workshop]] to produce ramie [[plant fiber]] [[thread]], or [[Miller|mill]]ed into slurry and [[Presser|pressed]] for ramie [[paper]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] ramie plants for their ''useful stems''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Boehmeria nivea 1.jpg|thumb|center|300px|Admired for its ''useful stems''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom/common.css&amp;diff=308604</id>
		<title>User:CWillBloom/common.css</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom/common.css&amp;diff=308604"/>
		<updated>2025-03-16T01:24:04Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom/vector.css&amp;diff=308603</id>
		<title>User:CWillBloom/vector.css</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom/vector.css&amp;diff=308603"/>
		<updated>2025-03-16T01:23:22Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Book&amp;diff=308558</id>
		<title>Book</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Book&amp;diff=308558"/>
		<updated>2025-03-14T00:27:27Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: formatting standardization and converted section headers to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
[[File:book_sprite_preview.png|132px|right]]&lt;br /&gt;
A '''book''' is an item that can be written on, storing historical events, [[knowledge]], and art. Books use [[sheet]]s made from [[plant fiber]] (paper), [[parchment]], or papyrus. They are created by [[historical figure]]s in [[world generation]], [[adventurer mode|adventurer]]s, and by [[scholar]]s and visitors in [[fortress mode]], or can be copied by [[scribe]]s. Travelers and [[trading|traders]] carry books to different sites and [[library|libraries]], spreading information as a result. There are two forms of books: '''codices''' {{Tile|◘|7:1}} (sing. ''codex'') and '''scrolls''' {{Tile|∞|7:1}}. Both forms have different methods of creation, but they are identical in function. Codices are known as '''quires''' {{Tile|≡|7:1}} prior to being bound. Original written works are treated as [[artifact]]s, are recorded in [[legends mode]], and appear in the {{menu icon|O}} Artifacts screen in fortress mode. Books are titled based on their subject matter, with copies identified by &amp;quot;(copy)&amp;quot; at the end of their title. Copies of written works are not [[artifact]]s and are not recorded in [[legends mode]].&lt;br /&gt;
&lt;br /&gt;
Quires and scrolls are found under &amp;quot;tools&amp;quot; in the {{k|k}} Stocks screen, and codices can be found under &amp;quot;codices&amp;quot;. Written and unwritten books are stored in [[stockpile]]s with Finished Goods enabled. Original written works can be separated from copied and unwritten books in stockpiles by toggling the stockpile's settings to accept only artifact-level [[core quality|core or total quality]] items. Rollers and bookbindings can be separated from scrolls and books in stockpiles by toggling the stockpile's settings to accept only the corresponding materials: when a scroll/book is created, its core material is the material of the former sheet/quire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.&lt;br /&gt;
&lt;br /&gt;
If a [[library]] with available book-space is present, written books will instead be stored in [[bookcase]]s, and unwritten books in [[chest]]s.&lt;br /&gt;
&lt;br /&gt;
== Physical forms ==&lt;br /&gt;
=== Scroll ===&lt;br /&gt;
Scrolls are made from [[sheet]]s and [[scroll rollers]]. Scrolls can be written on and stored right after being made.&lt;br /&gt;
&lt;br /&gt;
=== Quire and codex ===&lt;br /&gt;
Unlike scrolls, codices require a two-step process to be made. The initial form of a codex is known as a quire. Quires can be written on, read, and used as copies, similar to scrolls. Once written on, quires can be combined with a [[book binding]] and [[thread]] to create a codex.&lt;br /&gt;
&lt;br /&gt;
Binding a quire into a codex should increase the overall [[value]], however, the transformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wealth, since they tend to actually be worth much less than the combined value of the constituent parts. If trying to increase [[wealth]], it is recommended to leave your scholars' works in quire form.&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
:''See also: [[Paper industry]]''&lt;br /&gt;
&lt;br /&gt;
Quires are made from [[sheet]]s at a [[craftsdwarf's workshop]] by a dwarf with the [[bookbinding]] labor. Only a single sheet is needed per quire. Codices are then created from one thread, one book binding, and a written-on quire at a craftsdwarf's workshop by a bookbinder (perhaps even the original quire crafter).&lt;br /&gt;
&lt;br /&gt;
A scroll is made from a single sheet and a scroll roller at a craftsdwarf's workshop by a bookbinder. Both book bindings and scroll rollers can be made out of wood, stone, metal, or glass. Components made of wood and stone are produced at a craftsdwarf's workshop, metal at a [[metalsmith's forge]], and glass at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
[[Decoration]]s, such as gems and ivory, can be added on unwritten scrolls. Codices (save for those that are untitled) cannot be normally decorated, nor can book bindings or scroll rollers.&lt;br /&gt;
&lt;br /&gt;
==== Missions ====&lt;br /&gt;
It's also possible to raid another culture, hoping to steal their books for yourself. When using the Raid menu, any books, codices and scrolls currently in possession of the target culture are listed along with any [[artifact]]s, and so can be specifically selected. See the [[Mission]] article for more information.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
=== Reading ===&lt;br /&gt;
Written books can be read - readers will gain information on the subject they just read about. The contents of a book cannot currently impact specific [[ethics]], although personal values are a different matter, and one [[Necromancy| particular subject]] can have profound ''physical'' effects on the reader.  Reading a book will satisfy the reader's [[need]] to self-examine and think abstractly.&lt;br /&gt;
&lt;br /&gt;
Adventurers can read books in their possession by pressing {{Adv menu icon|I}} then selecting them from their inventory. Characters must possess at least novice-level [[Reader]] skill in order to read a book - unfortunately, the skill can '''only''' be leveled up in-game by reading books, which is impossible to do without any reader skill to begin with. Raising the reader skill in advance during character creation (or simply adding some amount of {{token|NATURAL_SKILL}} to one's chosen race in the raws) is therefore crucial.&lt;br /&gt;
&lt;br /&gt;
Fortress citizens and visitors will read available books in a library at their leisure. [[Bookkeeper]]s do not require a book to update stockpile records, oddly enough.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
Unwritten quires and scrolls, stocked in a library as writing material, will be used periodically by scholars and scribes to write original works and copy existing works, respectively.&lt;br /&gt;
&lt;br /&gt;
Adventurers can write their own works:&lt;br /&gt;
* They cannot be in a site where fast travel and waiting is disabled (such as a player fortress, dark pits, cave, or lair.)&lt;br /&gt;
* They need at least novice [[Reader]] from character creation, [[Writer]] is '''not''' required&lt;br /&gt;
* They need an unwritten [[quire]] or [[scroll]] in a grasp, or on the same tile and not in a container, like your backpack&lt;br /&gt;
* Press {{Adv menu icon|P}}, choose {{dftext|Write something down}}, a quire/scroll, and a written work type&lt;br /&gt;
* Available types depend on the character's skills: for example, the [[Poet]] skill is needed to write poetry, or [[Dancer]] for choreography.&lt;br /&gt;
** Some known works can be copied and are listed by their title for the general types: for prose options; a random known subject will be used, for performance works (poetry, music, dance) a new work will be randomly created.&lt;br /&gt;
&lt;br /&gt;
Writing will switch to the travel screen (unloading the area) and take some in-game hours - if you are interrupted by enemies, writing will stop and the writing material will be unused. Finishing will train the used skills and add the work to your knowledge. Skills used vary by the written work type, but usually just [[Wordsmith]] and Writer.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Although hardly ideal for the purpose, creatures carrying books have been known to use them in combat, with varying results. The combat effectiveness of the written word is determined in large part by the materials used in the book or scroll's construction. Books are blunt weapons, so heavy metal books will be dramatically more effective than light wooden ones. Fighting with a book trains the [[Macedwarf]] skill.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Subjects == &lt;br /&gt;
=== Art ===&lt;br /&gt;
Art books describe poems, choreographies, and musical compositions, and are titled after their art piece's name. In [[adventure mode]], reading a book about an art form is one of the few ways to learn it. Presumably, dwarves reading art books will be able to perform what they've read at a [[tavern]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Knowledge ===&lt;br /&gt;
[[Knowledge]] books, referred to as ''manuals'', include [[topic]]s on mathematics, philosophy, history, geography, medical science, natural science, astronomy, engineering, and chemistry.&lt;br /&gt;
&lt;br /&gt;
Civilizations practice different forms of scholarship. Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to the art of writing books), elves do elven stuff, and for humans, it is randomized for each instance of their civilization (scholar types are based on the civilization's values and jobs).&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
Books containing &amp;quot;secrets of life and death&amp;quot; are occasionally written during world generation by [[necromancer]]s and various [[demon]]ic rulers. Any mortal creature who reads one will immediately learn the secrets to [[immortality]] and the ability to raise the [[undead|dead]]. Necromancy books can be found in a necromancer's [[tower (necromancy)|tower]] among other types of books, including the original [[slab]] which the secrets originated from. &lt;br /&gt;
&lt;br /&gt;
'''A book will state it &amp;quot;concerns the secrets of life and death&amp;quot;. If it does, note that books with descriptions like &amp;quot;Concerns the learning of the secrets of life and death&amp;quot; do ''not'' contain the secret, and, as such, cannot train necromancers.'''&lt;br /&gt;
&lt;br /&gt;
Necromancers [[siege|invading]] the fortress may bring their books along, which could be necromancy books. &lt;br /&gt;
&lt;br /&gt;
'''Looting a necromancy book and storing it in a library will cause all of the fortress population to gradually become immortal masters of death every time one of them reads the book, and this process can be accelerated by creating copies of the book.''' &lt;br /&gt;
&lt;br /&gt;
Adventurers who have learned the secrets of life and death have a chance to create a new necromancy book when writing a manual.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
Books may be autobiographies, or about other historical characters or locations the author has had contact with. Presumably the relevant &amp;quot;Form&amp;quot; topics must have been discovered by an individual's civilization for biographies, autobiographies, etc. to be written. [[Topic#History|Autobiographical adventure]], for example, unlocks autobiographies. Most forms are part of the [[Topic#history|history]] branch, but creation of [[Topic#Geography|atlases]], [[Topic#Philosophy|dictionaries]] and [[Topic#Astronomy|star charts]] require other disciplines.  Books may also be commentaries on other books.&lt;br /&gt;
&lt;br /&gt;
== Literary forms ==&lt;br /&gt;
The content of a book is written in one of many literary forms. The literary form decides the purpose of the text, with different literary forms allowing for certain subjects. Some literary forms need to be &amp;quot;unlocked&amp;quot; by scholars discovering a certain [[topic]], and cannot be written before such a discovery.&lt;br /&gt;
&lt;br /&gt;
In terms of availability of literary forms in fortress mode, manuals are most commonly written by scholars as the culmination of research - other forms may be written by scholars or any other figure, but this is a rare event. Adventurers are the most reliable way to get non-manual books inside your fortress. The second best way is to simply trade for them from caravans.&lt;br /&gt;
&lt;br /&gt;
All forms have been found, but currently the precise mechanics behind learning knowledge or receiving a change in values from them is still unclear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Literary form name !! Purpose !! How to unlock&lt;br /&gt;
|-&lt;br /&gt;
| Manual || Writes down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed, including also scientific research the adventurer has learned - necromancer adventurers can spread the secrets of life and death by writing manuals about them. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Guide || General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Chronicle || In-depth writing about a particular site, group, or civilization; presented as multiple chapters, each chapter relating to a historical event related to the writing's subject. It teaches histfigs about the group. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Short Story || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Novel || Generic prose, typically described as having no particular subject. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Biography || Teaches about a person and several events happening to that person, each of which is represented as a separate chapter. || Requires Historian's ''biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Autobiography || Teaches about the author and several events happening to the author, each of which is represented as a separate chapter. || Requires Historian's ''autobiography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Poem || Writes a new poem, like Musical Composition form writes a musical composition. || Requires knowing any poetry forms.&lt;br /&gt;
|-&lt;br /&gt;
| Play || Generic prose, typically described as having no particular subject.|| Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Letter || Generic prose, typically described as having no particular subject. These often have no title. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Essay || Might be writing about events, people, places or values. || Does not require unlocking.&lt;br /&gt;
|-&lt;br /&gt;
| Dialog || Concerns and teaches a value. || Requires the Philosopher's ''dialectic reasoning'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Musical Composition ||  Writes new songs, functioning similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition, you do not get to select which musical form to base the song on. || Requires knowing any musical forms.&lt;br /&gt;
|-&lt;br /&gt;
| Choreography || Writes a new dance, like Musical Composition for songs. || Requires knowing any dance forms.&lt;br /&gt;
|-&lt;br /&gt;
| Comparative Biography || Concerns (and teaches about) two historical figures, may emphasize a value as well. || Requires Historian's ''comparative biography'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Biographic Dictionary || Concerns a list of historical figures. || Requires Historian's ''biographic dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Genealogy || Concerns the lineage of a specific historical figure. Does not mention anyone besides the main figure.  || Requires Historian's ''genealogy'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Encyclopedia || Teaches about several notable historical objects in a world, so artifacts, sites, people.  || Requires Historian's ''encyclopedia'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural History || Teaches about a culture, and several events happening to that entity. || Requires Historian's ''cultural history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Comparison || Teaches about two cultures/groups and may emphasize a value too.  || Requires Historian's ''cultural comparison'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Alternate History || Teaches an event. Description suggests the work in question is an exploration of what would have happened had this event not played out as it did. May emphasize a value. || Requires Historian's ''alternate history'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Treatise on Technological Advancement || Concerns the history of an engineering topic, teaches the topic in question.  || Requires Historian's ''treatise on technological advancement'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Dictionary || Concerns and teaches about a language. || Requires Philosopher's ''dictionary'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Chart || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires Astronomer's ''star chart'' topic.&lt;br /&gt;
|-&lt;br /&gt;
| Star Catalogue || Nothing at the moment, but can be a 'good resource of information' or 'badly compiled'.  || Requires one of the Astronomer's ''star catalogue'' topics.&lt;br /&gt;
|-&lt;br /&gt;
| Atlas || This is regarding, and teaches about, a region. || Requires Geographer's ''atlas'' topic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Right now, adventurers can only learn new art forms and academic knowledge from books. If an adventurer reads a book of a given literary genre that requires an academic topic to unlock, this will teach the academic topic, so if an adventurer without academic knowledge reads an autobiography, they'll learn the autobiography topic. For some of the advanced forms, such as Genealogy and the Treatise on Technological Advancement, adventurers may sometimes end up writing an essay. This was asked about in the forum's Future of the Fortress, and the reply indicated this was because books are slightly half-implemented &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=169696.msg8071983#msg8071983 1]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
Books are named from the two [[Speech file|text set]] files found in \data\vanilla\vanilla_text\objects. Those files are 'text_book_art.txt' and '[[text_book_instruction.txt]]'&lt;br /&gt;
*text_book_art.txt will be used when a poem or song is created both in worldgen and by adventurers.&lt;br /&gt;
*text_book_instruction.txt will be used when a book is written both in worldgen and by adventurers/fort scholars.&lt;br /&gt;
&lt;br /&gt;
''Note: book_art.txt is also fair game for book titles, because it is always possible to just name a book after a poem/song, as long as the content is (a transcription of) that song or poem.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These files are called upon book creation - so you can modify the files in an existing save, altering the names of all future books - it would be possible to directly name your book in adventure mode this way.&lt;br /&gt;
&lt;br /&gt;
There are 7 tokens which can be used in book titling. Poem/song names are '''always''' available to be book titles, even if your book_instruction.txt only contains the instruction, &amp;quot;``[ANY_PRONOUN]``&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
It is possible to get a poem with no name at all - which could be a vanilla bug, or the game will accept a misplaced space as a title. {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You only get one roll per name per title. So ``[NAME] Is Not [NAME]`` will say something like &amp;quot;The Tower Is Not The Tower&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{token|NAME|ts}} and {{token|NO_ART_NAME|ts}} are not handled separately in this case. ``[NO_ART_NAME] Inside [NAME]`` will result in &amp;quot;Tower Inside The Tower&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rarely, this won't happen. All other tokens are rolled each instance, so ``[ADJ] [ADJ] [ADJ] [NOUN]`` will result in some nonsense like &amp;quot;Good Hungry Flaxen Obsession&amp;quot;. Works for all of them, but keep in mind that it is a random roll, so several [ANY_PRONOUN]s is almost certain to have some repeats. &lt;br /&gt;
----&lt;br /&gt;
These are the 7 tokens for these two txt files:&lt;br /&gt;
&lt;br /&gt;
{{token|NAME|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: The Tower, The Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours''&lt;br /&gt;
&lt;br /&gt;
Notably, these may or may not be plural and/or have an article.&lt;br /&gt;
Name is directly related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|NO_ART_NAME|ts}} (no article name)&lt;br /&gt;
&lt;br /&gt;
''Examples: Tower, Tree, Bronzemurdered, Likot Ubendeb, Animal Behaviours''&lt;br /&gt;
&lt;br /&gt;
Notice that the inserted text may still be plural - limiting its usage.&lt;br /&gt;
These likewise are related to the content of the book.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|NOUN|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: Despair, Roots, Scrolls, Wheel-and-axles''&lt;br /&gt;
&lt;br /&gt;
Again, may or may not be plural. These seem to have very little correlation to the book's topic. If it has any relationship to the content of the book, it could be words within the author's entity's vocabulary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|ADJ|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: Boyish, Inky, Angry, Bronzed''&lt;br /&gt;
&lt;br /&gt;
Also seem to have little correlation to the book's topic. They are currently guessed to be from the civ, if not purely random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|ANY_AGE|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: The Age Of Legends, The Age Of Hill Titan and Dragon''&lt;br /&gt;
&lt;br /&gt;
Will only pull ages from the world's history, not from all possibilities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|ANY_PRONOUN|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: He, She, We, They''&lt;br /&gt;
&lt;br /&gt;
It is believed it only generates subject pronouns (not &amp;quot;Us&amp;quot; or &amp;quot;Them&amp;quot;). Past tense makes this easy to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|PHRASE|ts}}&lt;br /&gt;
&lt;br /&gt;
''Examples: The Fool Laughs, The Day Can Say It In The End, It Foretells Afterwards, The Day Mourns''&lt;br /&gt;
&lt;br /&gt;
Due to the wide variety, this is pretty hard to use. &lt;br /&gt;
----&lt;br /&gt;
So, you can let the game do a lot of the work for you and generate more of this style:&lt;br /&gt;
&lt;br /&gt;
``The [ADJ] [NO_ART_NAME]``&lt;br /&gt;
&lt;br /&gt;
``[NAME], [ADJ] [NOUN]``&lt;br /&gt;
&lt;br /&gt;
``[PHRASE], [ADJ] [NO_ART_NAME]``&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Or you can be as specific as you'd like:&lt;br /&gt;
&lt;br /&gt;
``My Mother Always Said, [PHRASE].``&lt;br /&gt;
&lt;br /&gt;
``[NAME], And Its Utmost Importance.``&lt;br /&gt;
&lt;br /&gt;
``[NO_ART_NAME], Do You Love Me?``&lt;br /&gt;
&lt;br /&gt;
``I Once Saw [ADJ] [NOUN], And So I Said, [PHRASE].``&lt;br /&gt;
&lt;br /&gt;
Poetic forms are generated in the same manner as Taverns/Locations, using the [[Language_SYM.txt/Flowery|flowery]] symbol from the in-game [[language]]s.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Binding a quire into a codex destroys the material definition and value.{{bug|9409}} This loss of information also results in the book being a single page long. Written works can be left in their quire form to retain their properties.&lt;br /&gt;
* Quires targeted by any active jobs (e.g. being read) are unavailable for binding.{{bug|9269}}&lt;br /&gt;
* Scrolls made by the player always have two sets of rollers, one set supplied during construction and the other set randomly generated from nothing by the DEFAULT_IMPROVEMENT tag working in the wrong place.{{bug|9249}}&lt;br /&gt;
* In adventure mode, placing and removing books from a bookcase can duplicate them, resulting in &amp;quot;phantom&amp;quot; books.{{bug|10245}}&lt;br /&gt;
* Codices will sometimes appear without a title. These codices are not considered as artifacts; they do not appear in the Artifacts list menu and are not stored in artifact-specified stockpiles. Since all codices must be derived from a written-on quire, all codices (except copies) should in theory be an artifact and possess a title.&lt;br /&gt;
* Codex/Codices/Scroll can be stuck on the map, and not be interacted with (from raid or visitor), which can be fixed with [[DFHack]].{{bug|10288}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[text_book_instruction.txt]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|title=Tool raws|{{raw|v50:item_tool.txt|ITEM_TOOL|ITEM_TOOL_QUIRE}}&lt;br /&gt;
&lt;br /&gt;
{{raw|v50:item_tool.txt|ITEM_TOOL|ITEM_TOOL_SCROLL}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = thîkut&lt;br /&gt;
| elvish  = soya&lt;br /&gt;
| goblin  = zosto&lt;br /&gt;
| human   = thothil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}{{Category|Scholarship}}&lt;br /&gt;
[[Ru:Book]]&lt;br /&gt;
[[Fr:Livres (books)]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=308556</id>
		<title>Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=308556"/>
		<updated>2025-03-13T19:54:55Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: fixed statement about falling fruit and floor grates (I did some more tests and found that the fruit lands on the grate)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
{{v50_furniture&lt;br /&gt;
|name=Grate&lt;br /&gt;
|graphic=[[File:grate_sprites_preview.png]]&lt;br /&gt;
|tile=#&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|value=10&lt;br /&gt;
|size=10,000&lt;br /&gt;
}}&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall grate ==&lt;br /&gt;
A '''wall grate''' is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[construction]]. It doesn't overwrite the tile below it, and it can be smashed by [[building destroyer]]s.&lt;br /&gt;
* It can be linked to a [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[Miasma]] when closed.&lt;br /&gt;
&lt;br /&gt;
Wall grates act as boundaries for rooms being resized, but they do not provide support for doors.&lt;br /&gt;
&lt;br /&gt;
Unlike a constructed wall, grates have quality levels and can be decorated. They can be constructed with {{menu icon|b|n|G}}.&lt;br /&gt;
&lt;br /&gt;
== Floor grate ==&lt;br /&gt;
[[File:grate_preview.png|thumb|210px|right|Where the unwanted liquids go.]]&lt;br /&gt;
A '''floor grate''' is similar to a floor or a closed [[floor hatch]] in that it can be walked upon and blocks [[creature]] and item movement between Z-levels. However, it lets [[water]] and [[magma]] through like an open tile. Rain does not appear to fall through grates.{{Verify}} If there is a fruit-bearing [[tree]] above a floor grate, the fruits will not fall through the grate and will instead collect on top of the grate.&lt;br /&gt;
&lt;br /&gt;
Unlike wall grates, floor grates block projectiles. They do not block line of sight. Floor grates can be linked to a [[lever]] or a [[pressure plate]]. When triggered, a floor grate opens like a hatch, but with a 100-tick delay. They can be constructed with {{menu icon|b|n|g}}&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc.), not (just) other grates. Floor grates placed directly on top of a floor or [[stairs|staircase]] still require orthogonal support, even though their own tile should be able to provide support. Attempting to construct a floor grate supported only by its own tile will display the message &amp;quot;Surrounded by empty space&amp;quot;. Removing the orthogonal support from a constructed floor grate will cause it to harmlessly deconstruct.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to [[cave-in]] immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s cannot be placed over floor grates. However, you can use a [[Garbage_dump|dump zone]] or a minecart which will create a [[Quantum_stockpile|quantum stockpile]] to place items on top of them instead. Items will fall when the grate is opened.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is placed right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
Floor grates over empty space block [[miasma]] and [[mist]] from rising through them (miasma will normally flow upward through empty space).&lt;br /&gt;
&lt;br /&gt;
== Bars vs. grates ==&lt;br /&gt;
[[File:DFwikiBarsVsGrates.png|right|165px|]]&lt;br /&gt;
Vertical/horizontal [[bars]] are largely identical to wall/floor grates. There are just a few notable differences between them:&lt;br /&gt;
&lt;br /&gt;
* Grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&lt;br /&gt;
&lt;br /&gt;
* Building destroyers will topple bars, destroying them in seconds compared to minutes with grates.&lt;br /&gt;
&lt;br /&gt;
* Grates can be made from wood and stone, both of which are generally much more plentiful than the materials for bars.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Floor grates can be very useful in preventing fortress floods. This is done by [[channel|channeling]] out holes in multiple layers of a fortress and covering them with floor grates, which will just keep the liquid flowing down each level through the grates instead of building up on a Z-level. This is assuming there is a reservoir of some sort that the water can flow into and not dangerously build up.&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your non-careful dwarf on it), and you will experience the famous idiom: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
* This can also happen vice versa when building multiple floor tiles at a time with floor grates directly beside them. Dwarves will attempt to build the floor supported by just the floor grate regardless of how the game treats it. This can be very unfortunate if Urist McNotPhysicist builds a floor under these circumstances over a lake, experiencing a cave-in resulting in them most likely getting knocked over from the dust, drowning and you ending up with a hard-to-reach corpse.&lt;br /&gt;
* On a similar note, be cautious when removing a large number of grates next to each other, as a dwarf trying to remove a grate ''will'' stand on one his neighbor is about to yank out from under his feet. This can be largely avoided by removing them in batches of alternating grates (IE: Grates 1, 3, 5 then 2, 4, 6, etc...)&lt;br /&gt;
* Floor grates can be used in watchtowers: place a locked-in animal on top of them, and let them observe possible intruders from above. Since no alternative route to the watcher exists, building destroyers cannot destroy the grate. Getting the animal in place can be tricky, if the floor is all grates - pitting is an option. Bonus points for combining this with an automated magma release valve.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=308551</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=308551"/>
		<updated>2025-03-13T17:26:47Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: standardized section title formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:15, 12 February 2023 (CST)}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:hunter_sprite.png]]&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Not to be confused with [[Ambush]].''&lt;br /&gt;
&lt;br /&gt;
Players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. [[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills, the higher the character skill, the closer they can get. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]]. The skill is also used by enemy [[thief|thieves]] and [[ambush]]ers raiding your fortress or when you return the favor [[raid]]ing their sites.&lt;br /&gt;
&lt;br /&gt;
The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase their [[Crossbowman|marksdwarf]], ambusher, and [[archery]] [[skill]]s. Graphically, ambushers will wear green clothes with brown underclothing, gloves and shoes.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success, and your military will go after any game that looks at them funny anyway, you might be safer doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more conveniently, to ''stop'', too - one must remove the hunting labor from a hunter to get them to stop. The downside is that your military will often mangle the corpse in the process, making it unfit for butchering.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
If you have access to other ranged [[weapon]]s, [[bow]]s and [[blowgun]]s are not considered valid for hunting. Only weapons that use the [[crossbow]]/marksdwarf [[Weapon skill|skill]] work.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]]. A [[butcher]] will then take over and process the game animal to create many byproducts. A hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carp and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the [[extinction]] of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, only to get attacked by those.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tactics ==&lt;br /&gt;
You should consider training hunters in [[wrestling]] in order for them to defend themselves. It will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on their own and even place their own jaw grips if both of their hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer than using mere civilian hunters, particularly if they are agile enough to simply outrun the creatures. Military dwarves will typically be much better protected thanks to their [[armor]], and using them comes with the benefit of training their [[combat skill]]s when they fight their mark. However, this often mangles the corpse of the hunted creature making them unfit to be butchered.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
[[File:sneak_button_preview.png|right]]In [[adventurer mode]], ambusher skill is gained by moving around while {{Adv menu icon|S}} sneaking is toggled on. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted. Additionally, raiders may gain ambusher experience.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
* Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=308550</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=308550"/>
		<updated>2025-03-13T17:20:18Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: converted hatnote to for/see templates. standardized formatting&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional|12:31, 21 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|information on trapping [[vermin]]|[[animal trap]]}}&lt;br /&gt;
{{For/see|complex, multi-tile configurations|[[trap design]]}}&lt;br /&gt;
[[File:caged_skunk_preview.png|right]]&lt;br /&gt;
'''Traps''' are a relatively quick and easy method of defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over the 1 tile they (each) occupy. Traps can be built from the {{k|b}}uild-&amp;gt;{{k|t}}raps menu. Most traps need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (higher [[skill]]ed mechanics take less time to build a trap), and at least one other component depending on the type of trap – a stone, a cage, or one or more weapons. They can be built indoors or outdoors on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] [[wagon]]s, but not [[trader]]s or their caravans with only pack animals.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other [[Forgotten beast|occasional]] [[Titan|fun]] [[Demon|surprises]].  Also some [[invader]]s may recognize some of your traps and avoid them if they can.  Any [[unconscious]] creature will trigger traps, including your own dwarves. Conscious dwarves, [[guest]]s, [[liaison|allies]], [[caravan]]s and [[domestic animal]]s do ''not'' set off self-triggered traps.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Trap management ==&lt;br /&gt;
Making mechanisms, setting up traps, and constructing a variety of other buildings all require the [[mechanic]]s skill. Only mechanisms have a quality level so it's a good idea to enable mechanic on the general work force of your fort and restrict mechanic workshops to skilled workers with the profile manager. Clogged traps and triggered cages will generate a &amp;quot;load trap&amp;quot; or &amp;quot;clean trap&amp;quot; labor even if said traps are forbidden. This could quickly send your dwarves into a danger zone as they go to maintain it. This can be prevented by drawing a burrow around said traps, assigning no one to it, and toggling the burrow to restrict all workshops on it to the burrow. Strangely this will also work for the traps (likely because the behaviors that check for jobs is not building-specific, but area-specific, so all jobs generated in the area must be undertaken by those in the burrow). Your dwarves will not touch the traps until the burrow is unrestricted.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the [[mechanic]] labor ''enabled'' will reload cage, stone, or weapon traps. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  &lt;br /&gt;
&lt;br /&gt;
If a cage trap has captured something and has been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot;. If put into a stockpile or claimed, captured individuals will be prevented from escaping, but may suffer [[hunger]].&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
&lt;br /&gt;
Traps can be deconstructed by pressing {{k|t}} to view the trap (or {{k|q}}, although the name of the trap will not be displayed until it is flagged for removal), followed by {{k|x}} to remove it. Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
=== Mechanism quality ===&lt;br /&gt;
[[File:mechanism_sprite_x2.png|right]]All of the traps list below, other than Upright Spear*, use [[mechanism]]s in their construction. For weapon traps, the [[quality]] of the mechanism used seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike hits the target or not.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.&lt;br /&gt;
&lt;br /&gt;
: (* Upright spears ''can'' use a mechanism to trigger or automate them; it's unclear if quality plays a factor there.)&lt;br /&gt;
&lt;br /&gt;
== Types of traps ==&lt;br /&gt;
There are 4 types of traps; the player selects which type, and selects any specific components, when they designate the trap to be built: &lt;br /&gt;
&lt;br /&gt;
:* '''Stone fall trap''': drops a single [[stone]] on the target, then needs to be re-armed&lt;br /&gt;
:* '''Weapon trap''': attempts to hit the target with 1-10 [[weapon]]s, selected from weapons available to the fortress. No re-arming necessary, but subject to being jammed by a corpse&lt;br /&gt;
:* '''Cage trap''': traps the victim in a [[cage]], which must be provided; once caged, the cage and prisoner can be moved, and the trap re-armed with a new (empty) cage&lt;br /&gt;
:* '''Upright spear/spike''': just that, 1-10 [[spear]]s or [[spike]]s in the ground; can be passive (to make a fall more lethal), or linked to a trigger and/or automated (to poke repeatedly)&lt;br /&gt;
&lt;br /&gt;
=== Stone-fall trap ===&lt;br /&gt;
[[File:DFwikiStonefallTrap.png|thumb|right|Stone-fall trap, the one on the left is loaded, while the one on the right is not]]&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, but can break a bone, which gives you more than enough time and advantage to finish them off with [[military]]. The [[density|weight]] of the stone used in the trap affects the amount of damage the trap does.*&lt;br /&gt;
&lt;br /&gt;
: (* It can be difficult to get your dwarves to use heavier stones, like [[galena]] or [[cinnabar]], when loading the traps.  Patient micromanaging from the {{k|z}}/stock menu and/or using {{k|f}}orbid often does the trick. Consider a dedicated &amp;quot;heavy stone&amp;quot; stockpile near the trap, possibly with a door that can temporarily seal the dwarf, trap and stockpile together, so that's the only (or at least nearest) choice they have.)&lt;br /&gt;
&lt;br /&gt;
After each use, a stone-fall trap needs to be reloaded with another stone. This is done by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do '''not''' alert you of ambushes when triggered by hidden invaders* (the way cage traps do), and ''automatically'' trigger a &amp;quot;reload&amp;quot; job, this can frequently lead your mechanics into peril.  You can make your mechanics' lives a lot easier and longer if you disable that labor during sieges or burrow them away from the enemy.&lt;br /&gt;
&lt;br /&gt;
: ''(* For something a bit more complex but quite elegant that will notify you, see [[Trap_design#Land_mines|land mine]].)''&lt;br /&gt;
&lt;br /&gt;
Stone-fall traps respect [[economic stone]] restrictions (which can be changed under Labor/Stone Use). Stone-fall traps cannot be loaded with [[clay]].&lt;br /&gt;
&lt;br /&gt;
Before you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, [[goblinite|found]], or [[caravan|traded]] for those [[weapon]]s, making them more of an option somewhat later in the game, and then haul and install each, making the completed trap very time consuming. A stone-fall trap only requires a quick mechanism and a stone.&lt;br /&gt;
&lt;br /&gt;
* Shortcut {{k|b}} {{k|t}} {{k|t}}&lt;br /&gt;
* Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
* Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded&lt;br /&gt;
&lt;br /&gt;
=== Weapon trap ===&lt;br /&gt;
[[File:DFwikiCorridorWithTraps.png|thumb|right|Two serrated disc traps]]&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain up to 10 weapons, chosen when placing the trap, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap. &lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The [[quality]] of a trap's mechanism influences the attack rolls of its weapons.[http://www.bay12forums.com/smf/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered. When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
Any weapon can be used, including poor-[[quality]] efforts by your weaponsmith, training weapons and any non-dwarf weapons you have traded for or recovered from dead [[goblin]]s. Think of it as fair retribution when goblins are sliced to pieces by their own [[dagger]]s and [[whip]]s!&lt;br /&gt;
&lt;br /&gt;
When you add a ranged weapon such as a [[crossbow]] to a weapon trap, appropriate ammunition is automatically added and does not need to be selected. One bolt (per crossbow) will be fired each time the trap is triggered, and when those run out, the trap will signal a &amp;quot;reload&amp;quot; order and stop firing. [[Bow]]s and [[blowgun]]s can also be used, though since your dwarves cannot produce [[arrow]]s or [[blowdart]]s themselves, you will need to harvest your ammunition from your [[War|enemies]] (or acquire them via [[trade|caravans]], in the case of arrows).&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or any of the other specialized [[Trap_component#Trap_Weapons|trap-only weapons]]:&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=3| &amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; Trap Weapons&lt;br /&gt;
|- style=text-align:center&lt;br /&gt;
! style=padding-right:1em|[[Metalsmith's forge]] || [[Carpenter's workshop]] || [[Glass furnace]]&lt;br /&gt;
|- style=text-align:center;&lt;br /&gt;
| style=&amp;quot;background-color: #EEE;&amp;quot;|menacing &amp;lt;metal&amp;gt; spike || style=&amp;quot;background-color: #EEE;&amp;quot;| menacing &amp;lt;wooden&amp;gt; spike || style=&amp;quot;background-color: #EEE;&amp;quot;| menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
|- style=text-align:center;&lt;br /&gt;
|spiked &amp;lt;metal&amp;gt; ball || spiked &amp;lt;wooden&amp;gt; ball || spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
|-style=text-align:center;&lt;br /&gt;
| style=&amp;quot;background-color: #EEE;&amp;quot;|enormous &amp;lt;metal&amp;gt; corkscrew || style=&amp;quot;background-color: #EEE;&amp;quot;| &amp;amp;#8199; enormous &amp;lt;wooden&amp;gt; corkscrew &amp;amp;#8199; || style=&amp;quot;background-color: #EEE;&amp;quot;| enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
|-style=text-align:center;&lt;br /&gt;
|large, serrated &amp;lt;metal&amp;gt; disc || ''(not available)'' || large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
|- style=text-align:center;&lt;br /&gt;
| style=&amp;quot;background-color: #EEE;&amp;quot;|giant &amp;lt;metal&amp;gt; axe blade || style=&amp;quot;background-color: #EEE;&amp;quot;| ''(not available)'' || style=&amp;quot;background-color: #EEE;&amp;quot;| giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::* Don't know which to make? See [[Trap component]] for a full discussion.&lt;br /&gt;
&lt;br /&gt;
These &amp;quot;trap only&amp;quot; weapons have all the material property advantages and disadvantages that normal weapons have, though they're massively less durable. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage. This can also be ''very'' messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a [[User:Uristocrat/Dwarven_Bathtub | Dwarven Bathtub]] nearby. See [[Trap component]] for a full discussion.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not require slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that a kill will result in the victim getting stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring either a dwarf or other methods to remove the body. Whenever a trap jams, a mechanic will ''automatically'' attempt to clean it if they have a [[path]], so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends. Note that weapon traps will only jam if they ''directly'' kill the creature – if they instead inflict a mortal wound and cause the creature to bleed out, they will not jam.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favor if the trapped tile happens to be mostly surrounded by long falls into spikes, or other [[magma|welcoming gestures]].&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|o}}&lt;br /&gt;
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.&lt;br /&gt;
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo&lt;br /&gt;
&lt;br /&gt;
=== Cage trap ===&lt;br /&gt;
[[File:DFwikiCageTrap.png|thumb|right|Cage trap, the one on the left is loaded, while the one on the right is not]]&lt;br /&gt;
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by [[hauling]] an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage – like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Magma''' can be used to 'clean' magma-safe sprung cage traps and cages that are built or stockpiled, removing non-magma safe materials (and creatures) from the cage. Non-magma safe cages are destroyed as well.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses – [[titan]]s and [[forgotten beast]]s (as well as certain [[Trapavoid#Creatures_who_avoid_traps|other types]] of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it. Some creatures are nimble enough to avoid setting off traps, or even escape it completely once triggered. A webbed cage trap '''will''' capture nearly anything ([[Fun|including even your own dwarves]]); the only creatures it cannot capture are those immune to both cage traps and webbing, such as a web-spinning forgotten beast or a dwarf from your fortress on a Collect Webs job.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at any animal training zone. See [[Animal trainer]] for more on training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty cages into traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
* Shortcut: {{k|b}} {{k|t}} {{k|g}}&lt;br /&gt;
* Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
* Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage&lt;br /&gt;
&lt;br /&gt;
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the [[Mechanics]] skill, the less time he takes to assemble the cage.&lt;br /&gt;
&lt;br /&gt;
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get angry if the cage is wooden).  A glass terrarium is just as strong as a steel cage.&lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|r}}) {{k|g}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.&lt;br /&gt;
&lt;br /&gt;
=== Upright spear/spike ===&lt;br /&gt;
[[File:DFwikiRetractedSpikes.png|thumb|right|two retracted upright spikes]]&lt;br /&gt;
The previous 3 types of traps trigger when a hostile creature steps on them.  An upright spear/spike trap is different – it must be triggered externally to cause the spears or spikes to spring up or to recede back down.  Unlike the other traps, the spike trap ''does not discriminate between friend or foe'' – when the spears/spikes spring up, ''any'' creature on that tile will be subject to possible impalement by them.  Note that this trap only does damage [[Time|at the exact moment]] that the spikes spring up – once up, they do nothing (unless something falls on them from a height) until they come up again.&lt;br /&gt;
&lt;br /&gt;
If you simply want upright spikes on a tile, placing the upright spear/spike trap does not require a mechanism and it does not require the Mechanic labor.  Static spikes only require 1 to 10 [[Weapon|spears]] or [[Trap component|spikes]].  Without a link, the trap will not operate, but can still do additional damage to anything that falls on that tile (see below).&lt;br /&gt;
&lt;br /&gt;
Linking it to a [[lever]] or a [[pressure plate]] ''will'' require a mechanism and must be performed by a Mechanic.  Linking the spikes to better [[quality]] mechanisms increases the chance to hit the target.  Retracting the spears/spikes does not require space in the [[z-level]] below the trap. Spike traps do not jam.&lt;br /&gt;
&lt;br /&gt;
When linked to a lever or pressure plate, a &amp;lt;u&amp;gt;close&amp;lt;/u&amp;gt; signal will cause them to spring up, while an &amp;lt;u&amp;gt;open&amp;lt;/u&amp;gt; signal will cause the spears or spikes to recede.  Most [[repeater]]s do not cycle very quickly, so, with only 1 trap, it is easily possible for a unit to walk onto the trap tile after it has sprung up (and is harmless) and then on past it before it goes down and comes up again – multiple traps in a row can be a good idea.&lt;br /&gt;
&lt;br /&gt;
At the risk of stating the obvious, if you plan to recover the bodies or [[goblinite]] left by victims of an automated spike trap, you should also plan some way to turn them off during that recovery.  [[Unfortunate accident|Or not]].&lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.&lt;br /&gt;
&lt;br /&gt;
* Shortcut: {{k|b}} {{k|t}} {{k|u}}&lt;br /&gt;
* Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.&lt;br /&gt;
* Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted&lt;br /&gt;
&lt;br /&gt;
=== Other traps ===&lt;br /&gt;
''Main article [[Trap design]]''&lt;br /&gt;
&lt;br /&gt;
You can create [[trap design|even more elaborate traps]] with imaginative use of pits and other long falls, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, retracting [[bridge]]s, [[water]] and/or [[magma]], and other features, creating sacrificial altars (blood for the Blood God!) or whatever else your warped mind can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, automated, ''repeatable'' mass killing way. If you make a trap that kills a couple dozen goblins but only works once before you have to rebuild/reset it, wasting time you don't have during a [[siege]], then you're &amp;lt;s&amp;gt;not trying hard enough&amp;lt;/s&amp;gt; asking for too much [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Trap location ==&lt;br /&gt;
Enemies will tend to take the shortest path to their target, be that your dwarves, an animal, a single valuable item or a child to be kidnapped (in the case of [[thief|thieves]]), or a door or statue (in the case of [[building destroyer]]s).  Putting traps at the inner corner of a turn in a hallway, or in front of a door or the start of a stairway - or just lining* a long hall - gives you the highest chance of a victim walking over the trap.  &lt;br /&gt;
&lt;br /&gt;
: ''(* Remember that caravan wagons cannot pass over traps, although traders with pack animals can. Making a hall extra wide, with lots of turns, can allow you to trap the &amp;quot;short path&amp;quot; while the wagons will take the longer path outside the traps.  More complicated pathing can be created as well, anything that allows the wagons access and invites invaders to the traps.)''&lt;br /&gt;
&lt;br /&gt;
One of the harder targets to trap are wild animals, since they do not &amp;quot;target&amp;quot; anything, and tend to avoid dwarves. Using walls, you can construct a cross-shaped &amp;quot;funnel&amp;quot; with a gap in the center, and place one or more traps there, and hope the wandering animals will path through that gap rather than around the walls. For flyers, this can be multiple [[z-level]]s high, and may start to take on some aspects of a [[megaproject]].&lt;br /&gt;
&lt;br /&gt;
You also have to think about servicing the traps. Stone traps need to be reloaded, cage traps need to be collected, and weapon traps often need to be un-jammed.. and then there's the bodies and any [[goblinite]] to collect, if only to [[dump]]. Planning the traps so they are close to (sealed?) access allows your mechanics to travel less distance to get the job done.  Be aware of the possibility of building destroyers, which will laugh at your locked doors - [[Building_destroyer#Destroying_from_underneath|clever use of hatches]] and u-bends that cross [[z-level]]s can allow safe access while preventing unwelcome surprises.&lt;br /&gt;
&lt;br /&gt;
Note that some building destroyers are [[werebeast]]s, which are usually immune to cages but that have to change form to wreak their havoc. Placing a cage trap in a short side hall in front of a simple wooden door as &amp;quot;bait&amp;quot; near your entry (or multiple such cage/door combinations) can catch the were-creature while they are transforming and thus vulnerable. &lt;br /&gt;
&lt;br /&gt;
Be aware that it can be dangerous for mechanics to undertake maintenance while the path is open to the wide, wild world. Making ''two'' similarly trapped paths, with a [[hatch]] or [[bridge]] or other control system that limits which one is &amp;quot;open&amp;quot; to outsiders, keeps your fortress open while allowing your mechanics to safely service the other area that is currently sealed. Using [[burrow]]s may aid in controlling which areas they are allowed to access at any time.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mass pitting]]&lt;br /&gt;
* [[Trap design]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ïggal&lt;br /&gt;
| elvish  = abola&lt;br /&gt;
| goblin  = stoslo&lt;br /&gt;
| human   = losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=308549</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=308549"/>
		<updated>2025-03-13T17:13:03Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: standardized formatting, converted section headers to sentence case, and changed &amp;quot;were-creatures&amp;quot; to &amp;quot;werebeasts&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:31, 21 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
: ''For information on trapping [[vermin]], see [[animal trap]].''&lt;br /&gt;
: ''For complex, multi-tile configurations, see [[trap design]].''&lt;br /&gt;
[[File:caged_skunk_preview.png|right]]&lt;br /&gt;
'''Traps''' are a relatively quick and easy method of defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over the 1 tile they (each) occupy. Traps can be built from the {{k|b}}uild-&amp;gt;{{k|t}}raps menu. Most traps need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (higher [[skill]]ed mechanics take less time to build a trap), and at least one other component depending on the type of trap – a stone, a cage, or one or more weapons. They can be built indoors or outdoors on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] [[wagon]]s, but not [[trader]]s or their caravans with only pack animals.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other [[Forgotten beast|occasional]] [[Titan|fun]] [[Demon|surprises]].  Also some [[invader]]s may recognize some of your traps and avoid them if they can.  Any [[unconscious]] creature will trigger traps, including your own dwarves. Conscious dwarves, [[guest]]s, [[liaison|allies]], [[caravan]]s and [[domestic animal]]s do ''not'' set off self-triggered traps.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Trap management ==&lt;br /&gt;
&lt;br /&gt;
Making mechanisms, setting up traps, and constructing a variety of other buildings all require the [[mechanic]]s skill. Only mechanisms have a quality level so it's a good idea to enable mechanic on the general work force of your fort and restrict mechanic workshops to skilled workers with the profile manager. Clogged traps and triggered cages will generate a &amp;quot;load trap&amp;quot; or &amp;quot;clean trap&amp;quot; labor even if said traps are forbidden. This could quickly send your dwarves into a danger zone as they go to maintain it. This can be prevented by drawing a burrow around said traps, assigning no one to it, and toggling the burrow to restrict all workshops on it to the burrow. Strangely this will also work for the traps (likely because the behaviors that check for jobs is not building-specific, but area-specific, so all jobs generated in the area must be undertaken by those in the burrow). Your dwarves will not touch the traps until the burrow is unrestricted.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the [[mechanic]] labor ''enabled'' will reload cage, stone, or weapon traps. In combat situations, mechanics have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  &lt;br /&gt;
&lt;br /&gt;
If a cage trap has captured something and has been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot;. If put into a stockpile or claimed, captured individuals will be prevented from escaping, but may suffer [[hunger]].&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
&lt;br /&gt;
Traps can be deconstructed by pressing {{k|t}} to view the trap (or {{k|q}}, although the name of the trap will not be displayed until it is flagged for removal), followed by {{k|x}} to remove it. Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
=== Mechanism quality ===&lt;br /&gt;
[[File:mechanism_sprite_x2.png|right]]All of the traps list below, other than Upright Spear*, use [[mechanism]]s in their construction. For weapon traps, the [[quality]] of the mechanism used seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike hits the target or not.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.&lt;br /&gt;
&lt;br /&gt;
: (* Upright spears ''can'' use a mechanism to trigger or automate them; it's unclear if quality plays a factor there.)&lt;br /&gt;
&lt;br /&gt;
== Types of traps ==&lt;br /&gt;
There are 4 types of traps; the player selects which type, and selects any specific components, when they designate the trap to be built: &lt;br /&gt;
&lt;br /&gt;
:* '''Stone fall trap''': drops a single [[stone]] on the target, then needs to be re-armed&lt;br /&gt;
:* '''Weapon trap''': attempts to hit the target with 1-10 [[weapon]]s, selected from weapons available to the fortress. No re-arming necessary, but subject to being jammed by a corpse&lt;br /&gt;
:* '''Cage trap''': traps the victim in a [[cage]], which must be provided; once caged, the cage and prisoner can be moved, and the trap re-armed with a new (empty) cage&lt;br /&gt;
:* '''Upright spear/spike''': just that, 1-10 [[spear]]s or [[spike]]s in the ground; can be passive (to make a fall more lethal), or linked to a trigger and/or automated (to poke repeatedly)&lt;br /&gt;
&lt;br /&gt;
=== Stone-fall trap ===&lt;br /&gt;
[[File:DFwikiStonefallTrap.png|thumb|right|Stone-fall trap, the one on the left is loaded, while the one on the right is not]]&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, but can break a bone, which gives you more than enough time and advantage to finish them off with [[military]]. The [[density|weight]] of the stone used in the trap affects the amount of damage the trap does.*&lt;br /&gt;
&lt;br /&gt;
: (* It can be difficult to get your dwarves to use heavier stones, like [[galena]] or [[cinnabar]], when loading the traps.  Patient micromanaging from the {{k|z}}/stock menu and/or using {{k|f}}orbid often does the trick. Consider a dedicated &amp;quot;heavy stone&amp;quot; stockpile near the trap, possibly with a door that can temporarily seal the dwarf, trap and stockpile together, so that's the only (or at least nearest) choice they have.)&lt;br /&gt;
&lt;br /&gt;
After each use, a stone-fall trap needs to be reloaded with another stone. This is done by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do '''not''' alert you of ambushes when triggered by hidden invaders* (the way cage traps do), and ''automatically'' trigger a &amp;quot;reload&amp;quot; job, this can frequently lead your mechanics into peril.  You can make your mechanics' lives a lot easier and longer if you disable that labor during sieges or burrow them away from the enemy.&lt;br /&gt;
&lt;br /&gt;
: ''(* For something a bit more complex but quite elegant that will notify you, see [[Trap_design#Land_mines|land mine]].)''&lt;br /&gt;
&lt;br /&gt;
Stone-fall traps respect [[economic stone]] restrictions (which can be changed under Labor/Stone Use). Stone-fall traps cannot be loaded with [[clay]].&lt;br /&gt;
&lt;br /&gt;
Before you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, [[goblinite|found]], or [[caravan|traded]] for those [[weapon]]s, making them more of an option somewhat later in the game, and then haul and install each, making the completed trap very time consuming. A stone-fall trap only requires a quick mechanism and a stone.&lt;br /&gt;
&lt;br /&gt;
*Shortcut {{k|b}} {{k|t}} {{k|t}}&lt;br /&gt;
*Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded&lt;br /&gt;
&lt;br /&gt;
=== Weapon trap ===&lt;br /&gt;
[[File:DFwikiCorridorWithTraps.png|thumb|right|Two serrated disc traps]]&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain up to 10 weapons, chosen when placing the trap, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap. &lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The [[quality]] of a trap's mechanism influences the attack rolls of its weapons.[http://www.bay12forums.com/smf/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered. When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
Any weapon can be used, including poor-[[quality]] efforts by your weaponsmith, training weapons and any non-dwarf weapons you have traded for or recovered from dead [[goblin]]s. Think of it as fair retribution when goblins are sliced to pieces by their own [[dagger]]s and [[whip]]s!&lt;br /&gt;
&lt;br /&gt;
When you add a ranged weapon such as a [[crossbow]] to a weapon trap, appropriate ammunition is automatically added and does not need to be selected. One bolt (per crossbow) will be fired each time the trap is triggered, and when those run out, the trap will signal a &amp;quot;reload&amp;quot; order and stop firing. [[Bow]]s and [[blowgun]]s can also be used, though since your dwarves cannot produce [[arrow]]s or [[blowdart]]s themselves, you will need to harvest your ammunition from your [[War|enemies]] (or acquire them via [[trade|caravans]], in the case of arrows).&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or any of the other specialized [[Trap_component#Trap_Weapons|trap-only weapons]]:&lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=3| &amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199;&amp;amp;#8199; Trap Weapons&lt;br /&gt;
|- style=text-align:center&lt;br /&gt;
! style=padding-right:1em|[[Metalsmith's forge]] || [[Carpenter's workshop]] || [[Glass furnace]]&lt;br /&gt;
|- style=text-align:center;&lt;br /&gt;
| style=&amp;quot;background-color: #EEE;&amp;quot;|menacing &amp;lt;metal&amp;gt; spike || style=&amp;quot;background-color: #EEE;&amp;quot;| menacing &amp;lt;wooden&amp;gt; spike || style=&amp;quot;background-color: #EEE;&amp;quot;| menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
|- style=text-align:center;&lt;br /&gt;
|spiked &amp;lt;metal&amp;gt; ball || spiked &amp;lt;wooden&amp;gt; ball || spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
|-style=text-align:center;&lt;br /&gt;
| style=&amp;quot;background-color: #EEE;&amp;quot;|enormous &amp;lt;metal&amp;gt; corkscrew || style=&amp;quot;background-color: #EEE;&amp;quot;| &amp;amp;#8199; enormous &amp;lt;wooden&amp;gt; corkscrew &amp;amp;#8199; || style=&amp;quot;background-color: #EEE;&amp;quot;| enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
|-style=text-align:center;&lt;br /&gt;
|large, serrated &amp;lt;metal&amp;gt; disc || ''(not available)'' || large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
|- style=text-align:center;&lt;br /&gt;
| style=&amp;quot;background-color: #EEE;&amp;quot;|giant &amp;lt;metal&amp;gt; axe blade || style=&amp;quot;background-color: #EEE;&amp;quot;| ''(not available)'' || style=&amp;quot;background-color: #EEE;&amp;quot;| giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:::* Don't know which to make? See [[Trap component]] for a full discussion.&lt;br /&gt;
&lt;br /&gt;
These &amp;quot;trap only&amp;quot; weapons have all the material property advantages and disadvantages that normal weapons have, though they're massively less durable. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage. This can also be ''very'' messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a [[User:Uristocrat/Dwarven_Bathtub | Dwarven Bathtub]] nearby. See [[Trap component]] for a full discussion.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not require slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that a kill will result in the victim getting stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring either a dwarf or other methods to remove the body. Whenever a trap jams, a mechanic will ''automatically'' attempt to clean it if they have a [[path]], so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends. Note that weapon traps will only jam if they ''directly'' kill the creature – if they instead inflict a mortal wound and cause the creature to bleed out, they will not jam.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favor if the trapped tile happens to be mostly surrounded by long falls into spikes, or other [[magma|welcoming gestures]].&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|o}}&lt;br /&gt;
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.&lt;br /&gt;
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo&lt;br /&gt;
&lt;br /&gt;
=== Cage trap ===&lt;br /&gt;
[[File:DFwikiCageTrap.png|thumb|right|Cage trap, the one on the left is loaded, while the one on the right is not]]&lt;br /&gt;
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by [[hauling]] an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage – like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Magma''' can be used to 'clean' magma-safe sprung cage traps and cages that are built or stockpiled, removing non-magma safe materials (and creatures) from the cage. Non-magma safe cages are destroyed as well.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses – [[titan]]s and [[forgotten beast]]s (as well as certain [[Trapavoid#Creatures_who_avoid_traps|other types]] of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it. Some creatures are nimble enough to avoid setting off traps, or even escape it completely once triggered. A webbed cage trap '''will''' capture nearly anything ([[Fun|including even your own dwarves]]); the only creatures it cannot capture are those immune to both cage traps and webbing, such as a web-spinning forgotten beast or a dwarf from your fortress on a Collect Webs job.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at any animal training zone. See [[Animal trainer]] for more on training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty cages into traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|g}}&lt;br /&gt;
*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage&lt;br /&gt;
&lt;br /&gt;
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the [[Mechanics]] skill, the less time he takes to assemble the cage.&lt;br /&gt;
&lt;br /&gt;
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get angry if the cage is wooden).  A glass terrarium is just as strong as a steel cage.&lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|r}}) {{k|g}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.&lt;br /&gt;
&lt;br /&gt;
=== Upright spear/spike ===&lt;br /&gt;
[[File:DFwikiRetractedSpikes.png|thumb|right|two retracted upright spikes]]&lt;br /&gt;
The previous 3 types of traps trigger when a hostile creature steps on them.  An upright spear/spike trap is different – it must be triggered externally to cause the spears or spikes to spring up or to recede back down.  Unlike the other traps, the spike trap ''does not discriminate between friend or foe'' – when the spears/spikes spring up, ''any'' creature on that tile will be subject to possible impalement by them.  Note that this trap only does damage [[Time|at the exact moment]] that the spikes spring up – once up, they do nothing (unless something falls on them from a height) until they come up again.&lt;br /&gt;
&lt;br /&gt;
If you simply want upright spikes on a tile, placing the upright spear/spike trap does not require a mechanism and it does not require the Mechanic labor.  Static spikes only require 1 to 10 [[Weapon|spears]] or [[Trap component|spikes]].  Without a link, the trap will not operate, but can still do additional damage to anything that falls on that tile (see below).&lt;br /&gt;
&lt;br /&gt;
Linking it to a [[lever]] or a [[pressure plate]] ''will'' require a mechanism and must be performed by a Mechanic.  Linking the spikes to better [[quality]] mechanisms increases the chance to hit the target.  Retracting the spears/spikes does not require space in the [[z-level]] below the trap. Spike traps do not jam.&lt;br /&gt;
&lt;br /&gt;
When linked to a lever or pressure plate, a &amp;lt;u&amp;gt;close&amp;lt;/u&amp;gt; signal will cause them to spring up, while an &amp;lt;u&amp;gt;open&amp;lt;/u&amp;gt; signal will cause the spears or spikes to recede.  Most [[repeater]]s do not cycle very quickly, so, with only 1 trap, it is easily possible for a unit to walk onto the trap tile after it has sprung up (and is harmless) and then on past it before it goes down and comes up again – multiple traps in a row can be a good idea.&lt;br /&gt;
&lt;br /&gt;
At the risk of stating the obvious, if you plan to recover the bodies or [[goblinite]] left by victims of an automated spike trap, you should also plan some way to turn them off during that recovery.  [[Unfortunate accident|Or not]].&lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|u}}&lt;br /&gt;
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.&lt;br /&gt;
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted&lt;br /&gt;
&lt;br /&gt;
=== Other traps ===&lt;br /&gt;
''Main article [[Trap design]]''&lt;br /&gt;
&lt;br /&gt;
You can create [[trap design|even more elaborate traps]] with imaginative use of pits and other long falls, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, retracting [[bridge]]s, [[water]] and/or [[magma]], and other features, creating sacrificial altars (blood for the Blood God!) or whatever else your warped mind can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, automated, ''repeatable'' mass killing way. If you make a trap that kills a couple dozen goblins but only works once before you have to rebuild/reset it, wasting time you don't have during a [[siege]], then you're &amp;lt;s&amp;gt;not trying hard enough&amp;lt;/s&amp;gt; asking for too much [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Trap location ==&lt;br /&gt;
Enemies will tend to take the shortest path to their target, be that your dwarves, an animal, a single valuable item or a child to be kidnapped (in the case of [[thief|thieves]]), or a door or statue (in the case of [[building destroyer]]s).  Putting traps at the inner corner of a turn in a hallway, or in front of a door or the start of a stairway - or just lining* a long hall - gives you the highest chance of a victim walking over the trap.  &lt;br /&gt;
&lt;br /&gt;
: ''(* Remember that caravan wagons cannot pass over traps, although traders with pack animals can. Making a hall extra wide, with lots of turns, can allow you to trap the &amp;quot;short path&amp;quot; while the wagons will take the longer path outside the traps.  More complicated pathing can be created as well, anything that allows the wagons access and invites invaders to the traps.)''&lt;br /&gt;
&lt;br /&gt;
One of the harder targets to trap are wild animals, since they do not &amp;quot;target&amp;quot; anything, and tend to avoid dwarves. Using walls, you can construct a cross-shaped &amp;quot;funnel&amp;quot; with a gap in the center, and place one or more traps there, and hope the wandering animals will path through that gap rather than around the walls. For flyers, this can be multiple [[z-level]]s high, and may start to take on some aspects of a [[megaproject]].&lt;br /&gt;
&lt;br /&gt;
You also have to think about servicing the traps. Stone traps need to be reloaded, cage traps need to be collected, and weapon traps often need to be un-jammed.. and then there's the bodies and any [[goblinite]] to collect, if only to [[dump]]. Planning the traps so they are close to (sealed?) access allows your mechanics to travel less distance to get the job done.  Be aware of the possibility of building destroyers, which will laugh at your locked doors - [[Building_destroyer#Destroying_from_underneath|clever use of hatches]] and u-bends that cross [[z-level]]s can allow safe access while preventing unwelcome surprises.&lt;br /&gt;
&lt;br /&gt;
Note that some building destroyers are [[werebeast]]s, which are usually immune to cages but that have to change form to wreak their havoc. Placing a cage trap in a short side hall in front of a simple wooden door as &amp;quot;bait&amp;quot; near your entry (or multiple such cage/door combinations) can catch the were-creature while they are transforming and thus vulnerable. &lt;br /&gt;
&lt;br /&gt;
Be aware that it can be dangerous for mechanics to undertake maintenance while the path is open to the wide, wild world. Making ''two'' similarly trapped paths, with a [[hatch]] or [[bridge]] or other control system that limits which one is &amp;quot;open&amp;quot; to outsiders, keeps your fortress open while allowing your mechanics to safely service the other area that is currently sealed. Using [[burrow]]s may aid in controlling which areas they are allowed to access at any time.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mass pitting]]&lt;br /&gt;
* [[Trap design]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ïggal&lt;br /&gt;
| elvish  = abola&lt;br /&gt;
| goblin  = stoslo&lt;br /&gt;
| human   = losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap_component&amp;diff=308548</id>
		<title>Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap_component&amp;diff=308548"/>
		<updated>2025-03-13T17:11:01Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: standardized formatting and converted section titles to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:trap_comp_preview.png|right]]Any [[weapon]] in [[fortress mode]] can be placed into a [[Trap#Weapon trap|weapon trap]]. However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapon traps (and two also have additional uses). As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to beasts of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures. However, trap components lack weapons' enhanced durability and can break after hitting only about 4 invaders (whereas a copper pick could hit thousands), except upright spikes (which takes less than other components to zero wear, depending on material).&lt;br /&gt;
&lt;br /&gt;
In the order they appear on the various menus, they are the '''enormous corkscrew''', the '''giant axe blade''', the '''large, serrated disc''', the '''menacing spike''', and the '''spiked ball'''.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]]s (by a [[weaponsmith]]) or [[glass]] (by a [[glassmaker]]), with appropriate damage. Three can also be made out of [[wood]] by a [[carpenter]] (as noted [[Trap_component#Data_ &amp;amp; comparison|below]]), which can be useful in getting some heavy weapons traps set up before you have a steady [[smelting]] operation going, or if you are short on metal.  Each trap component takes one unit of the material that you are using (e.g. Each menacing iron spike will take one [[bar]] of [[iron]]). Note that although it is not possible to make giant axe blades or serrated disks out of wood, wooden ones can sometimes be bought from the embark screen. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for [[melt]]ing, 120%–150%, compared to 90%–120% for conventional weapons, which can be [[exploit]]ed for generating metal and training [[weaponsmith]]s. Trap components are a separate sub-section of a [[forge]] menu (where metal [[mechanisms]] can also be found), but found within the menus for the various glass types in the [[glass furnace]], or in the main menu of the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Trap weapons ==&lt;br /&gt;
=== Menacing spike ===&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional [[Trap#Weapon_trap|weapon traps]] and [[Trap#Upright_Spear/Spike|upright spike traps]], which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
=== Large, serrated disc ===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several [[hauling]] tasks for [[dwarves]] as they have to move each severed body part to a [[butcher's shop]] or [[stockpile|refuse pile]]. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
=== Spiked ball ===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but has a very low penetration depth compared to the menacing spike. They can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
Low penetration depth edged attacks can still break bones with impact damage, just like blunt attacks do.  In addition, if an edged weapon is unable to cut the material of the target's armor, its attack is converted to blunt type.  Because the small contact area concentrates the force, spiked balls should be more effective against targets in superior armor than either serrated discs or giant axes.&lt;br /&gt;
&lt;br /&gt;
=== Enormous corkscrew ===&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in [[trap]]s as well as for [[screw pump]]s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a deeply penetrating attack with a small contact area, much like the menacing spike. It is currently unknown which of these two trap components is the strongest overall.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from [[wood]].&lt;br /&gt;
&lt;br /&gt;
=== Giant axe blade ===&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest overall.&lt;br /&gt;
&lt;br /&gt;
However, if the variables behave like those of the wieldable weapons, size determines mass (along with material density) and mass determines impact (BLUNT) damage.  An edged weapon, like the giant axe, only deals this type of damage when it is unable to penetrate armor, or if the target is large compared to its penetration depth.&lt;br /&gt;
&lt;br /&gt;
This suggests that a steel serrated disc's multiple attacks will outweigh the giant axe blade's somewhat larger size in most cases.  If only inferior materials are available, the giant axe '''might''' be better at hurting armored targets, but the disc's three attacks probably still outweigh this advantage.&lt;br /&gt;
&lt;br /&gt;
== Data &amp;amp; comparison ==&lt;br /&gt;
{|cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:65%;&amp;quot;&lt;br /&gt;
! Name !! Graphic !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood? !! Base Value&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || [[File:giant_axe_blade_sprite.png|center]] || 1600 || 1 || 100000 || 10000 || No  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew &amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; || [[File:corkscrew_sprite.png|center]] || 1600 || 1 || 100 || 10000 || Yes  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || [[File:spiked_ball_sprite.png|center]] || 1000 || 3 || 10 || 200 || Yes  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || [[File:serrated_disc_sprite.png|center]] || 1000 || 3 || 100000 || 10000 || No  || 10&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike &amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; || [[File:menacing_spike_sprite.png|center]] || 1600 || 1 || 10 || 6000 || Yes  || 10&lt;br /&gt;
|}&lt;br /&gt;
† ''This trap component can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; ‡ ''This trap component can also be used in [[Trap#Upright_Spear/Spike|upright spike traps]].''&lt;br /&gt;
&lt;br /&gt;
:''(Most of this data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
=== Giant axe blades ===&lt;br /&gt;
* Metal giant axe blades cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal giant axe blade is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.&lt;br /&gt;
* When an adamantine giant axe blade is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
=== Enormous corkscrew ===&lt;br /&gt;
* Metal enormous corkscrews cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal enormous corkscrews is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.&lt;br /&gt;
* When an adamantine enormous corkscrew is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
=== Spiked ball ===&lt;br /&gt;
* Metal spiked balls cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal spiked ball is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine spiked ball is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
=== Large, serrated disc ===&lt;br /&gt;
* Metal serrated discs cost '''one''' [[metal]] bar to [[forge]], or '''four''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal serrated disc is [[melt|melted down]], it will return '''1.2''' metal bars, for an '''efficiency of 120%'''.&lt;br /&gt;
* When an adamantine serrated disc is melted down, it will produce '''1.2''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
=== Menacing spike ===&lt;br /&gt;
* Metal menacing spikes cost '''one''' [[metal]] bar to [[forge]], or '''five''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal menacing spike is [[melt|melted down]], it will return '''1.5''' metal bars, for an '''efficiency of 150%'''.&lt;br /&gt;
* When an adamantine menacing spike is melted down, it will produce '''1.5''' wafers, for an '''efficiency of 30%'''.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Weapon]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2012:item_trapcomp.txt|}}}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Traps}}&lt;br /&gt;
[[ru:Trap component]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom&amp;diff=308547</id>
		<title>User:CWillBloom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom&amp;diff=308547"/>
		<updated>2025-03-13T17:08:15Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
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[[Stupid dwarf trick]]&lt;br /&gt;
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[[Groom]]&lt;br /&gt;
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[[Freeze]]&lt;br /&gt;
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To do:&lt;br /&gt;
* Modify [[User:CWillBloom/vector.css]] so that the editing form has a black background&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom/vector.css&amp;diff=308546</id>
		<title>User:CWillBloom/vector.css</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom/vector.css&amp;diff=308546"/>
		<updated>2025-03-13T17:03:41Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: ok let's try this again&lt;/p&gt;
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.ns-0 #content {&lt;br /&gt;
    background : #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color the links */&lt;br /&gt;
a { color: #7070FF; }&lt;br /&gt;
a:visited { color: #9090D0; }&lt;br /&gt;
a:active, a.new { color: #FF4040; }&lt;br /&gt;
a.interwiki, a.external { color: #5386DB; }&lt;br /&gt;
a.interwiki:visited, a.external:visited { color: #5386DB; }&lt;br /&gt;
a.stub { color: #974253; }&lt;br /&gt;
&lt;br /&gt;
/* De-Color user signature links (black-on-black) */&lt;br /&gt;
a:not([class]) font, a:not([class]) span, a:not([class]) bold {&lt;br /&gt;
    background-color:inherit!important;&lt;br /&gt;
    color:inherit!important;&lt;br /&gt;
}&lt;br /&gt;
/* Color user links */&lt;br /&gt;
/*&lt;br /&gt;
a[title^=&amp;quot;User&amp;quot;], &lt;br /&gt;
a[title^=&amp;quot;Special:Contributions/&amp;quot;] {&lt;br /&gt;
    background-color:#010!important;&lt;br /&gt;
    color: #7070FF!important;&lt;br /&gt;
}/*-*/&lt;br /&gt;
&lt;br /&gt;
.mw-body-content .external {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAwAAAAMBAMAAACkW0HUAAAAFVBMVEUAAAAAAAAAZv8AZswAL14hZIUwYI+U+klIAAAAAXRSTlMAQObYZgAAADxJREFUCNdjgAMmJSUFIBUmKAiimAKBFLOxkSOIElQRCQRSQo5OakBKJEWZlQEo6CTMAKIEwZSxsTHcJAD6JwXY6XjSLgAAAABJRU5ErkJggg==);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Headings */&lt;br /&gt;
h1, #bodyContent h1,&lt;br /&gt;
h2, #bodyContent h2,&lt;br /&gt;
h3, #bodyContent h3,&lt;br /&gt;
h4, #bodyContent h4,&lt;br /&gt;
h5, #bodyContent h5,&lt;br /&gt;
h6, #bodyContent h6 {&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
    border-color:#008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color Table of Contents */&lt;br /&gt;
#toc, .toc, .mw-warning, .toccolours, body.skin-monobook .toccolours { &lt;br /&gt;
    background-color: #002000; &lt;br /&gt;
    border-color: #008000; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Images */&lt;br /&gt;
.mw-body img {&lt;br /&gt;
    border: 2px solid #008000;&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Fix background of Tex images, which are black on transparent. */&lt;br /&gt;
.mw-body img.mwe-math-fallback-image-inline {&lt;br /&gt;
    background-color: #fff;&lt;br /&gt;
    filter:invert(100%) hue-rotate(180deg);&lt;br /&gt;
    border:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
hr {&lt;br /&gt;
    color: #004000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color explanations with tool tips */&lt;br /&gt;
abbr, acronym, .explain {&lt;br /&gt;
    border-color: #004000;&lt;br /&gt;
    color: White;&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color code snippets */&lt;br /&gt;
code { &lt;br /&gt;
    background-color: #00AA00; &lt;br /&gt;
    color: Black; &lt;br /&gt;
    border-color: #00AA00;&lt;br /&gt;
    font-weight:bolder;/*XXX: Increase contrast*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color code blocks */&lt;br /&gt;
pre, .mw-code {&lt;br /&gt;
    border-style:dashed;&lt;br /&gt;
    border-color:#00AA00;&lt;br /&gt;
    color: White;&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color highlighted ref [[MediaWiki:Common.css]] */&lt;br /&gt;
body.action-info .mw-body-content :target,&lt;br /&gt;
body.mediawiki .citation:target {&lt;br /&gt;
    background-color: rgba(0, 127, 255, 0.133);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Table background colors */&lt;br /&gt;
table { &lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
    color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
table th {&lt;br /&gt;
    background-color: #1D1C1C!important;&lt;br /&gt;
    color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
table td {&lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
    color: #00dd00!important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table tr { &lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
    color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Tabular tables */&lt;br /&gt;
table.wikitable {&lt;br /&gt;
  border-color: #004000 !important;&lt;br /&gt;
  color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable th, table.wikitable td {&lt;br /&gt;
  border-color: #004000 !important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable th {&lt;br /&gt;
  background-color: #1D1C1C!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable td {&lt;br /&gt;
  background-color: #000000!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* JQuery sort arrows */&lt;br /&gt;
table.jquery-tablesorter th.headerSort {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABUAAAAJCAYAAADdA2d2AAAAPUlEQVR4AWMgCtxlkAPiA0CsREgpCQaC4X8gfggymJoG/sc0mHIDMQ2mE6DcpfQNU/rHPsJgBWg6VSBGOQB5WklTTHq/UAAAAABJRU5ErkJggg==);&lt;br /&gt;
}&lt;br /&gt;
table.jquery-tablesorter th.headerSortUp {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABUAAAAECAYAAABhnXSoAAAAKklEQVR4AWMgCtxlkAPiA0CsREgpCQaC4X8gfggymJoG/kczmHIDSTEYACAWJKqhXDSPAAAAAElFTkSuQmCC);&lt;br /&gt;
}&lt;br /&gt;
table.jquery-tablesorter th.headerSortDown {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABUAAAAECAYAAABhnXSoAAAALUlEQVR4AWPACe4yyAExCP7Hgh8CsRID6QBhMD4DKTQY00BKDVYA4gNgmggAAHjLJKrpYfWaAAAAAElFTkSuQmCC);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* thumbnails */&lt;br /&gt;
.ns-0 * #content div.thumb {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
/* thumbnails */&lt;br /&gt;
div.thumb {&lt;br /&gt;
    margin-bottom: .5em;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div {&lt;br /&gt;
    border-width: 1px;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-color: #002000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div a img {&lt;br /&gt;
    /* Transparent PNGs assume light color backgrounds :-( */&lt;br /&gt;
    background-color:#103010;&lt;br /&gt;
    /* TODO: Use film grain texture, so lines are more noticeable */&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div a img:hover {&lt;br /&gt;
    /* Increase brightness on hover */&lt;br /&gt;
    background-color:#EEE;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div div.thumbcaption {&lt;br /&gt;
    border: none;&lt;br /&gt;
    padding: .3em 0 .1em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
figure[typeof~='mw:File/Thumb'],&lt;br /&gt;
figure[typeof~='mw:File/Frame'] {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 2px solid #002000;&lt;br /&gt;
    border-bottom: 0;&lt;br /&gt;
}&lt;br /&gt;
figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption,&lt;br /&gt;
figure[typeof~='mw:File/Frame'] &amp;gt; figcaption {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 2px solid #002000;&lt;br /&gt;
    border-top: 0;&lt;br /&gt;
    padding: 1px 3px 4px 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element,&lt;br /&gt;
figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element,&lt;br /&gt;
li.gallerybox .mw-file-element {&lt;br /&gt;
    background-color: #103010;&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element:hover,&lt;br /&gt;
figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element:hover,&lt;br /&gt;
li.gallerybox .mw-file-element {&lt;br /&gt;
    background-color: #EEE;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* galleries */&lt;br /&gt;
table.gallery {&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
table.gallery td {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: solid 2px white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
li.gallerybox div.thumb, body.mediawiki #content .gallerybox div.thumb {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 2px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
li.gallerybox div.thumb div {&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Color category box */&lt;br /&gt;
.catlinks {&lt;br /&gt;
    border-color:#800080;&lt;br /&gt;
    background-color:#000000;&lt;br /&gt;
    color: #00FFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* #################################&lt;br /&gt;
 *          Interface Pages&lt;br /&gt;
 * #################################&lt;br /&gt;
 */&lt;br /&gt;
.mw-ui-input:focus {&lt;br /&gt;
    border-color: lime;&lt;br /&gt;
    box-shadow: inset 0 0 0 1px lime;&lt;br /&gt;
}&lt;br /&gt;
.postedit, /* untested */&lt;br /&gt;
.mw-notification { /* top right bubble */&lt;br /&gt;
    background-color:#004000;&lt;br /&gt;
    background-color:rgba(0, 64, 0, 0.93);&lt;br /&gt;
    border-color:#008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
** Diff rendering&lt;br /&gt;
*/&lt;br /&gt;
table.diff, td.diff-otitle, td.diff-ntitle {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline {&lt;br /&gt;
    color: #00a000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-deletedline {&lt;br /&gt;
    color: #00a000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-context {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.diffchange {&lt;br /&gt;
    color: #00ff00;&lt;br /&gt;
}&lt;br /&gt;
td.diff-deletedline .diffchange {&lt;br /&gt;
    background-color:#403618;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline .diffchange {&lt;br /&gt;
    background-color:#273948;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color the edit interface */&lt;br /&gt;
.wikiEditor-ui {&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
.wikiEditor-ui-toolbar,&lt;br /&gt;
.wikiEditor-ui-toolbar .sections .section {&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	background-color: inherit;&lt;br /&gt;
}&lt;br /&gt;
.tool-button.tool-active, .tool.tool-active.oo-ui-buttonElement-frameless.oo-ui-iconElement {&lt;br /&gt;
	background-color: inherit;&lt;br /&gt;
}&lt;br /&gt;
.wikiEditor-ui-toolbar .tabs span.tab a.current, .wikiEditor-ui-toolbar .tabs span.tab a.current:visited {&lt;br /&gt;
	color: inherit;&lt;br /&gt;
}&lt;br /&gt;
textarea {&lt;br /&gt;
    background-color: #001000;&lt;br /&gt;
    color: #90FF90;&lt;br /&gt;
}&lt;br /&gt;
.editOptions {&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
    color: #ccc;&lt;br /&gt;
}&lt;br /&gt;
div#editpage-specialchars a {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.mw-editform-legacy input#wpSummary {&lt;br /&gt;
  background-color: #000000;&lt;br /&gt;
  color: #90ff90;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Visual Editor */&lt;br /&gt;
.oo-ui-toolbar-bar,&lt;br /&gt;
.oo-ui-popupWidget-popup,&lt;br /&gt;
.oo-ui-popupToolGroup-active.oo-ui-widget-enabled,&lt;br /&gt;
.oo-ui-toolGroup.oo-ui-widget-enabled .oo-ui-tool-link .oo-ui-tool-title,&lt;br /&gt;
.oo-ui-popupToolGroup .oo-ui-toolGroup-tools {&lt;br /&gt;
    background-color:#002000;&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    color:white;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-iconElement-icon {&lt;br /&gt;
    filter: invert(100%); /* Can't style data URI SVGs */&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-windowManager-modal &amp;gt; .oo-ui-dialog {&lt;br /&gt;
    background-color: rgba(0, 0, 0, 0.5);&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-windowManager-modal &amp;gt; .oo-ui-dialog &amp;gt; .oo-ui-window-frame {&lt;br /&gt;
    background-color:black;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-textInputWidget input,&lt;br /&gt;
.oo-ui-textInputWidget textarea {&lt;br /&gt;
    background-color: #001000;&lt;br /&gt;
    color: #90FF90;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-tagItemWidget {&lt;br /&gt;
    background-color: #333;&lt;br /&gt;
    background-image: linear-gradient(to bottom,#222 0,#000 100%);&lt;br /&gt;
    color: #eee;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-buttonElement-framed &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #111;&lt;br /&gt;
    background-image: linear-gradient(to bottom, #222 0, #000 100%);&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-buttonElement-framed &amp;gt; .oo-ui-buttonElement-button:focus {&lt;br /&gt;
    /*border-color: #ace;*/&lt;br /&gt;
    /*box-shadow: 0 0 2px 2px #ace;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-progressive &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #070;&lt;br /&gt;
    background-image: linear-gradient(to bottom, #090 0, #030 100%);&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-buttonElement &amp;gt; .oo-ui-buttonElement-button { &lt;br /&gt;
    color:#ccc;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-pendingElement-pending {&lt;br /&gt;
    /* http://en.wikipedia.org/w/resources/lib/oojs-ui/themes/apex/images/textures/pending.gif */&lt;br /&gt;
    filter:invert(1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color history interface */&lt;br /&gt;
#pagehistory li {&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li.selected {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
span.autocomment { color: #008000; }&lt;br /&gt;
&lt;br /&gt;
/* Special:Search */&lt;br /&gt;
.mw-search-profile-tabs,&lt;br /&gt;
#mw-searchoptions {&lt;br /&gt;
  background-color: #002000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color the file description */&lt;br /&gt;
#filetoc {&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.filehistory a img, #file img:hover {&lt;br /&gt;
    /* Green checker board */&lt;br /&gt;
    background-image:url(&amp;quot;data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQAQMAAAAlPW0iAAAABlBMVEUAAAAAQABVHvbKAAAAEUlEQVQI12P4z8CAFWEX/Q8Afr8P8erzE9cAAAAASUVORK5CYII=&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* #################################&lt;br /&gt;
 *             Interface&lt;br /&gt;
 * #################################&lt;br /&gt;
 */&lt;br /&gt;
/* Colors the tabs across the top of the page */&lt;br /&gt;
#p-cactions { &lt;br /&gt;
    background-color: #000000;  &lt;br /&gt;
}&lt;br /&gt;
#p-cactions li { &lt;br /&gt;
    background-color: #000000;  &lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
#p-cactions li.selected,&lt;br /&gt;
#p-cactions li.new { &lt;br /&gt;
    background-color: #000000; &lt;br /&gt;
}&lt;br /&gt;
#p-cactions li a { &lt;br /&gt;
    background-color: #000000 !important; &lt;br /&gt;
    color : #7070FF;&lt;br /&gt;
}&lt;br /&gt;
#p-cactions li.selected a {&lt;br /&gt;
    background-color:#000000 !important/*HACK?*/; &lt;br /&gt;
}&lt;br /&gt;
/* Vector Tabs */&lt;br /&gt;
.vector-menu-tabs, .vector-menu-tabs span { /* left and right tab breaks */&lt;br /&gt;
    /* https://en.wikipedia.org/w/skins/Vector/images/tab-break.png */&lt;br /&gt;
    background-image:none;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs { border-left:1px solid black; }&lt;br /&gt;
.vector-menu-tabs span { border-right:1px solid black; }&lt;br /&gt;
.vector-menu-tabs ul li {&lt;br /&gt;
    /* https://en.wikipedia.org/w/skins/Vector/images/tab-normal-fade.png */&lt;br /&gt;
    background-image: linear-gradient(#000000,#004000);&lt;br /&gt;
    border-bottom:1px solid #008000;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs li.selected {&lt;br /&gt;
    /* https://en.wikipedia.org/w/skins/Vector/images/tab-current-fade.png */&lt;br /&gt;
    background: #000000;&lt;br /&gt;
    border-bottom-color:transparent;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs span a {&lt;br /&gt;
    color:#7070FF;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs li.selected a,&lt;br /&gt;
.vector-menu-tabs li.selected a:visited {&lt;br /&gt;
    color:#00DD00;&lt;br /&gt;
}&lt;br /&gt;
/* Vector watch icon -- XXX contrast issues */&lt;br /&gt;
#ca-watch.icon a {&lt;br /&gt;
    filter:invert(1) hue-rotate(80deg);&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a {&lt;br /&gt;
    filter:hue-rotate(280deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Vector drop down menus */&lt;br /&gt;
.vector-menu-dropdown h3 span {&lt;br /&gt;
    color:#cccccc;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu ul {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    border-color: #a2a9b1;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu li a {&lt;br /&gt;
    color:#7070FF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* User links (preferences, contribs) */&lt;br /&gt;
#p-personal ul {&lt;br /&gt;
    color: #FFFF00;&lt;br /&gt;
    background: none;&lt;br /&gt;
}&lt;br /&gt;
#p-personal li a {&lt;br /&gt;
  color: #FFFF00;&lt;br /&gt;
}&lt;br /&gt;
#p-personal li a:hover {&lt;br /&gt;
  color: #FFFF00;&lt;br /&gt;
  background-color: #636300;&lt;br /&gt;
}&lt;br /&gt;
/* Bad specificity in originals */&lt;br /&gt;
#pt-mytalk a.mw-echo-alert,&lt;br /&gt;
#pt-mytalk a.mw-echo-alert:hover {&lt;br /&gt;
    color: #222;&lt;br /&gt;
}&lt;br /&gt;
/* Use vector person icon by your username */&lt;br /&gt;
body.skin-monobook li#pt-userpage { background-image: url(/w/skins/Vector/images/user-icon.png); }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Use black logo */&lt;br /&gt;
#p-logo { &lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
.mw-wiki-logo:not([href=&amp;quot;/wiki/MediaWiki&amp;quot;]):not([href^=&amp;quot;/wiki/Wikidata:&amp;quot;]):not([href^=&amp;quot;/wiki/Wiktionary:&amp;quot;]) {&lt;br /&gt;
    /* [[File:WikiGreen.png]] CC-BY-SA */&lt;br /&gt;
    background-image: url(//upload.wikimedia.org/wikipedia/commons/6/6e/WikiGreen.png);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color side portlets */&lt;br /&gt;
.portlet {&lt;br /&gt;
    background: #004000;&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
}&lt;br /&gt;
.portlet h3,&lt;br /&gt;
div#mw-panel div.portal h3 {&lt;br /&gt;
    color:#00dd00;&lt;br /&gt;
}&lt;br /&gt;
.pBody {&lt;br /&gt;
    background: #000000;&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel nav.portal div.vector-menu-content ul li a {&lt;br /&gt;
    color:#7070FF;&lt;br /&gt;
}&lt;br /&gt;
div#mw-panel nav.portal div.vector-menu-content ul li a:visited {&lt;br /&gt;
    color:#9090D0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color main search box - Monobook */&lt;br /&gt;
input#searchInput { &lt;br /&gt;
    /*border: 1px inset; theme/vector conflict */&lt;br /&gt;
    color: #00dd00; &lt;br /&gt;
    background : #000000; &lt;br /&gt;
}&lt;br /&gt;
input.searchButton { &lt;br /&gt;
    background : #000000; &lt;br /&gt;
    border: 2px solid;&lt;br /&gt;
    border-color: #00FFFF #008080 #008080 #00FFFF;&lt;br /&gt;
    color : #00dd00; &lt;br /&gt;
}&lt;br /&gt;
/* Color main search box - Vector */&lt;br /&gt;
div#simpleSearch,&lt;br /&gt;
div#simpleSearch input {&lt;br /&gt;
    background-color:transparent;&lt;br /&gt;
    background-image:none; /* https://en.wikipedia.org/w/skins/Vector/images/search-fade.png */&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
}&lt;br /&gt;
div#simpleSearch #searchInput::placeholder {&lt;br /&gt;
    color:#008800;&lt;br /&gt;
}&lt;br /&gt;
/* Search results suggestion box */&lt;br /&gt;
.suggestions-results,&lt;br /&gt;
.suggestions-special {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    border: solid 1px #00dd00;                            &lt;br /&gt;
}&lt;br /&gt;
.suggestions-special .special-label {&lt;br /&gt;
 	color:#008800;   &lt;br /&gt;
}&lt;br /&gt;
.suggestions-result,&lt;br /&gt;
.suggestions-special .special-query {&lt;br /&gt;
    color:#00dd00;   &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color footer */&lt;br /&gt;
#footer {&lt;br /&gt;
    background-color: Black;&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
    border-color: #FFFF00;&lt;br /&gt;
    padding-bottom: 1.2em;&lt;br /&gt;
}&lt;br /&gt;
#footer ul li {/* Vector */&lt;br /&gt;
    color:inherit;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/************************&lt;br /&gt;
 *  COLOR IN TEMPLATES  *&lt;br /&gt;
 ************************/&lt;br /&gt;
.infobox {&lt;br /&gt;
    background: #002000;&lt;br /&gt;
    color:#00DD00;&lt;br /&gt;
    border-color:#00FFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Template:Documentation */&lt;br /&gt;
.mw-parser-output div.documentation,&lt;br /&gt;
.mw-parser-output div.documentation-metadata {&lt;br /&gt;
    background-color: #001000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* template RFA, AN/I closed */&lt;br /&gt;
div.boilerplate,&lt;br /&gt;
.portal &amp;gt; ul {&lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* */&lt;br /&gt;
div.mw-warning-with-logexcerpt,&lt;br /&gt;
div.mw-lag-warn-high,&lt;br /&gt;
div.mw-cascadeprotectedwarning,&lt;br /&gt;
#mw-protect-cascadeon {&lt;br /&gt;
    background-color: #700;&lt;br /&gt;
    color:#fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-trackedTemplate {&lt;br /&gt;
    background: #002000 linear-gradient(#333, #000) !important;&lt;br /&gt;
    border-color: #008000!important;&lt;br /&gt;
}&lt;br /&gt;
.quotebox, /* Template:Quote */&lt;br /&gt;
.shortcutbox {&lt;br /&gt;
    background-color: #002000!important;&lt;br /&gt;
    border-color: #008000!important;&lt;br /&gt;
}&lt;br /&gt;
body.mediawiki .navbox, &lt;br /&gt;
body.mediawiki .navbox-subgroup {&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
/* Template:Tmbox */&lt;br /&gt;
.tmbox {&lt;br /&gt;
    border: 1px solid #c0c090 !important;    /* Default &amp;quot;notice&amp;quot; gray-brown */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tmbox,&lt;br /&gt;
.tmbox th,&lt;br /&gt;
.tmbox td {&lt;br /&gt;
    background: #430 !important;&lt;br /&gt;
}&lt;br /&gt;
/* Template:Key press */&lt;br /&gt;
kbd.keyboard-key {&lt;br /&gt;
    background: #44372c!important;/* XXX override template gradients */&lt;br /&gt;
    border-color: #65594d #110e0D #110e0d #65594d!important;&lt;br /&gt;
    color: #ffffff!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* */&lt;br /&gt;
table.wikitable td.table-yes {&lt;br /&gt;
    background-color: #008000!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable td.table-maybe {&lt;br /&gt;
    background-color: #6c7203!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable td.table-no {&lt;br /&gt;
    background-color: #ad5053!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable td.table-partial {&lt;br /&gt;
    background-color: #7e6b45!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable td.table-na, td.table-unknown {&lt;br /&gt;
    background-color: #6d6d6d!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/************************&lt;br /&gt;
 *     WIKI-SPECIFIC    *&lt;br /&gt;
 ************************/&lt;br /&gt;
/* History on Commons */&lt;br /&gt;
#histlegend { background-color:inherit!important; }&lt;br /&gt;
/* De-color [[mw:CentralNotice]] */&lt;br /&gt;
#centralNotice, #cnotice-main { background-color:#000!important; color:inherit!important; }&lt;br /&gt;
/* de's Flaggedrev */&lt;br /&gt;
.flaggedrevs-color-1 {&lt;br /&gt;
    background-color: #102;&lt;br /&gt;
}&lt;br /&gt;
/* enwiki Monobook.css */&lt;br /&gt;
body.skin-monobook.skin-monobook #content,&lt;br /&gt;
body.skin-monobook.skin-monobook #p-cactions li a:hover,&lt;br /&gt;
body.skin-monobook.skin-monobook #p-cactions li.selected a,&lt;br /&gt;
body.skin-monobook.skin-monobook #content div.thumb,&lt;br /&gt;
body.skin-monobook.skin-monobook #p-cactions li a {&lt;br /&gt;
	background-color: #000700;   /* Light blue */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.skin-monobook.skin-monobook.ns-0 #content,&lt;br /&gt;
body.skin-monobook.skin-monobook.ns-0 #p-cactions li a:hover, &lt;br /&gt;
body.skin-monobook.skin-monobook.ns-0 #p-cactions li.selected a, &lt;br /&gt;
body.skin-monobook.skin-monobook.ns-0 #content div.thumb {&lt;br /&gt;
	background-color: #000000;     /* Set back for articles */&lt;br /&gt;
}&lt;br /&gt;
body.skin-monobook.skin-monobook.ns-0 #p-cactions li a {&lt;br /&gt;
	background-color: #101010;   /* Light gray inactive tabs in articles */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/************************&lt;br /&gt;
 *        GADGETS       *&lt;br /&gt;
 ************************/&lt;br /&gt;
&lt;br /&gt;
/* [[WP:Navigation popups]] */&lt;br /&gt;
.navpopup {&lt;br /&gt;
    background:#000;&lt;br /&gt;
    border-color:inherit;&lt;br /&gt;
    color:#0d0;&lt;br /&gt;
    box-shadow: 0 3px 8px rgba( 50,255,50,0.35 );&lt;br /&gt;
}&lt;br /&gt;
.popup_mainlink a {&lt;br /&gt;
     color:#0d0;   &lt;br /&gt;
}&lt;br /&gt;
.popup_menu,&lt;br /&gt;
.popup_drop:hover .popup_menu,&lt;br /&gt;
.popup_drop .popup_menu:hover {&lt;br /&gt;
    background-color:#000;&lt;br /&gt;
}&lt;br /&gt;
.popup_menu a:hover {&lt;br /&gt;
    background-color: #447;&lt;br /&gt;
    color: #ccf;&lt;br /&gt;
}&lt;br /&gt;
del.popupDiff {&lt;br /&gt;
    background-color:#273948;&lt;br /&gt;
}&lt;br /&gt;
ins.popupDiff {&lt;br /&gt;
    background-color:#403618;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[mw:Reference Tooltips]] */&lt;br /&gt;
.referencetooltip li {&lt;br /&gt;
   /*border-color: #008000;*/&lt;br /&gt;
   background-color:#001000;&lt;br /&gt;
   /*box-shadow: 2px 4px 2px rgba(0,224,0,0.3); /* tint #00F000 */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[mw:HoverCards]] */&lt;br /&gt;
.mwe-popups {&lt;br /&gt;
    background-color: #000;&lt;br /&gt;
    box-shadow: /* tint #00F000 */&lt;br /&gt;
        0 30px 90px -20px rgba(0,224,0,0.3),&lt;br /&gt;
        0px 0px 1px rgba(0,224,0,0.5);&lt;br /&gt;
}&lt;br /&gt;
/* callout arrow */&lt;br /&gt;
.mwe-popups.mwe-popups-image-tri:after,&lt;br /&gt;
.mwe-popups.mwe-popups-no-image-tri:after,&lt;br /&gt;
.mwe-popups.mwe-popups-image-tri.flipped_x:after,&lt;br /&gt;
.mwe-popups.mwe-popups-no-image-tri.flipped_x:after { &lt;br /&gt;
    border-bottom-color:#000;&lt;br /&gt;
}&lt;br /&gt;
.mwe-popups.flipped_y:after,&lt;br /&gt;
.mwe-popups.flipped_x_y:after {&lt;br /&gt;
    border-top-color:#000;&lt;br /&gt;
}&lt;br /&gt;
/* callout arrow shadow */&lt;br /&gt;
.mwe-popups.mwe-popups-image-tri:before,&lt;br /&gt;
.mwe-popups.mwe-popups-no-image-tri:before,&lt;br /&gt;
.mwe-popups.mwe-popups-image-tri.flipped_x:before,&lt;br /&gt;
.mwe-popups.mwe-popups-no-image-tri.flipped_x:before {&lt;br /&gt;
    border-bottom-color:#004000;&lt;br /&gt;
}&lt;br /&gt;
.mwe-popups.flipped_y:before,&lt;br /&gt;
.mwe-popups.flipped_x_y:before {&lt;br /&gt;
    border-top-color:#004000;&lt;br /&gt;
}&lt;br /&gt;
.mwe-popups .mwe-popups-container,&lt;br /&gt;
.mwe-popups .mwe-popups-extract {&lt;br /&gt;
    color:#0d0;&lt;br /&gt;
}&lt;br /&gt;
.mwe-popups .mwe-popups-extract[dir='ltr']:after {&lt;br /&gt;
    background-image: linear-gradient(to right,rgba(0,0,0,0),#000 50%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[WP:WikEd]] */&lt;br /&gt;
.wikEdDiffFragment,&lt;br /&gt;
.wikEdPreviewArticle,&lt;br /&gt;
.wikEdDiffNoChange,&lt;br /&gt;
.wikEdConsoleWrapper {&lt;br /&gt;
    background-color:inherit;&lt;br /&gt;
}&lt;br /&gt;
.wikEdButtonsPreview,&lt;br /&gt;
.wikEdButtonBarGrip,&lt;br /&gt;
.wikEdButtonBarButtonsWrapperVisible,&lt;br /&gt;
.wikEdButtonBarButtonsWrapperHidden {&lt;br /&gt;
    background-color:#666;&lt;br /&gt;
}&lt;br /&gt;
img.wikEdButton {&lt;br /&gt;
    background-color:#999;&lt;br /&gt;
}&lt;br /&gt;
iframe.wikEdFrame {&lt;br /&gt;
    background-color: white;&lt;br /&gt;
    color: black;&lt;br /&gt;
    filter: invert(1) hue-rotate(180deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[mw:Echo]] */&lt;br /&gt;
.mw-echo-ui-notificationItemWidget-content-message-header,&lt;br /&gt;
.mw-echo-ui-notificationItemWidget-unread,&lt;br /&gt;
.mw-echo-ui-notificationItemWidget-unread:hover,&lt;br /&gt;
.mw-echo-ui-notificationItemWidget,&lt;br /&gt;
.mw-echo-ui-notificationItemWidget:hover,&lt;br /&gt;
.mw-echo-ui-crossWikiNotificationItemWidget-group,&lt;br /&gt;
.mw-echo-ui-bundleNotificationItemWidget-group {&lt;br /&gt;
    color:#0d0;&lt;br /&gt;
    background-color:#010;&lt;br /&gt;
}&lt;br /&gt;
#pt-notifications-alert .mw-echo-notifications-badge:before {&lt;br /&gt;
    filter:invert(1);&lt;br /&gt;
}&lt;br /&gt;
#pt-notifications-notice .mw-echo-notifications-badge:before {&lt;br /&gt;
    filter:invert(1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[mw:MediaViewer]] */&lt;br /&gt;
.mw-mmv-post-image {&lt;br /&gt;
    background-color: navy;&lt;br /&gt;
    color: yellow;&lt;br /&gt;
}&lt;br /&gt;
.mw-mmv-image-metadata {&lt;br /&gt;
    background-color: #003;&lt;br /&gt;
}&lt;br /&gt;
.mw-mmv-image-links li, .mw-mmv-credit {&lt;br /&gt;
    color: lime;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[mw:Cite]] */&lt;br /&gt;
ol.references li:target, sup.reference:target {&lt;br /&gt;
    background-color: #033;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* [[mw:User:Remember the dot/Syntax highlighter]] */&lt;br /&gt;
#wpTextbox0 {&lt;br /&gt;
  filter:saturate(8) invert(1) hue-rotate(180deg);&lt;br /&gt;
}&lt;br /&gt;
#wpTextbox0+#wpTextbox1 {&lt;br /&gt;
  filter:invert(1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Wikidata / [[mw:Wikibase]] */&lt;br /&gt;
.wikibase-statementgrouplistview .wikibase-statementlistview {&lt;br /&gt;
    background-color:#000000;   &lt;br /&gt;
}&lt;br /&gt;
.wikibase-statementgroupview .wikibase-statementgroupview-property {&lt;br /&gt;
    background-color:#002000;&lt;br /&gt;
}&lt;br /&gt;
.wikibase-statementlistview &amp;gt; .wikibase-toolbar-wrapper {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
.wikibase-statementgrouplistview .wikibase-statementgroupview-property.wb-edit, .wikibase-statementgroupview-property.wb-edit + .wikibase-statementlistview &amp;gt; .wikibase-toolbar-wrapper {&lt;br /&gt;
    background-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.wikibase-referenceview {&lt;br /&gt;
 	background-color:darkgreen;   &lt;br /&gt;
}&lt;br /&gt;
.wikibase-referenceview .wikibase-referenceview-heading {&lt;br /&gt;
    background-color:darkgreen;&lt;br /&gt;
}&lt;br /&gt;
/* Wikidata site language */&lt;br /&gt;
.wikibase-sitelinkgroupview .wikibase-sitelinkgroupview-heading-container {&lt;br /&gt;
    background-color:#008000;&lt;br /&gt;
}&lt;br /&gt;
.wikibase-sitelinklistview .wikibase-sitelinkview .wikibase-sitelinkview-siteid-container {&lt;br /&gt;
    background-color:#008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Decolor pblock log */&lt;br /&gt;
.mw-contributions-blocked-notice-partial .mw-warning-with-logexcerpt {&lt;br /&gt;
	border-color : #008000!important;&lt;br /&gt;
	background-color: #000000!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/**&lt;br /&gt;
A lot of templates use the color: var(--color-base, #000); construct to set their text color&lt;br /&gt;
especially after the introduction of the WMF dark mode, explicitly set --color-base as part&lt;br /&gt;
of this &amp;quot;skin&amp;quot; so that we don't need to worry about having black on black templates&lt;br /&gt;
also @see [[User_talk:SilverLocust#Template:RM_top]]&lt;br /&gt;
*/&lt;br /&gt;
:root {&lt;br /&gt;
	--color-base: #00dd00;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* End @media screen */&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom/common.css&amp;diff=308545</id>
		<title>User:CWillBloom/common.css</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom/common.css&amp;diff=308545"/>
		<updated>2025-03-13T17:01:07Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: created custom css page from here: https://en.wikipedia.org/wiki/MediaWiki:Gadget-Blackskin.css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/** MediaWiki:Gadget-Blackskin.css *******&lt;br /&gt;
 * Original by [[:it:Utente:Kormoran]]&lt;br /&gt;
 * Maintained by [[User:Dispenser]] for [[WP:WikiProject Accessibility]]&lt;br /&gt;
 */&lt;br /&gt;
@media screen {&lt;br /&gt;
/* Selection highlight */&lt;br /&gt;
::selection      { color: #90FF90; background: #008000; } &lt;br /&gt;
/* Color buttons, drop downs, and input boxes */&lt;br /&gt;
fieldset { &lt;br /&gt;
    border-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
legend {&lt;br /&gt;
    border: 1px solid #004000; /* @theme */&lt;br /&gt;
}&lt;br /&gt;
input[type=&amp;quot;number&amp;quot;],&lt;br /&gt;
input[type=&amp;quot;text&amp;quot;],&lt;br /&gt;
input:not([type]),&lt;br /&gt;
select {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border-color: #008000;  &lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
}&lt;br /&gt;
button,&lt;br /&gt;
input[type=&amp;quot;button&amp;quot;],&lt;br /&gt;
input[type=&amp;quot;reset&amp;quot;],&lt;br /&gt;
input[type=&amp;quot;submit&amp;quot;] {&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
}&lt;br /&gt;
/* Color background */ &lt;br /&gt;
body, div#globalWrapper {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    background-image: none /* Monobook background */;&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
}&lt;br /&gt;
#mw-page-base{&lt;br /&gt;
    background:none /* Vector background */;&lt;br /&gt;
}&lt;br /&gt;
#content, .mw-body {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    color : #00dd00;&lt;br /&gt;
    border-color : #008000;&lt;br /&gt;
}&lt;br /&gt;
.ns-0 #content {&lt;br /&gt;
    background : #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color the links */&lt;br /&gt;
a { color: #7070FF; }&lt;br /&gt;
a:visited { color: #9090D0; }&lt;br /&gt;
a:active, a.new { color: #FF4040; }&lt;br /&gt;
a.interwiki, a.external { color: #5386DB; }&lt;br /&gt;
a.interwiki:visited, a.external:visited { color: #5386DB; }&lt;br /&gt;
a.stub { color: #974253; }&lt;br /&gt;
&lt;br /&gt;
/* De-Color user signature links (black-on-black) */&lt;br /&gt;
a:not([class]) font, a:not([class]) span, a:not([class]) bold {&lt;br /&gt;
    background-color:inherit!important;&lt;br /&gt;
    color:inherit!important;&lt;br /&gt;
}&lt;br /&gt;
/* Color user links */&lt;br /&gt;
/*&lt;br /&gt;
a[title^=&amp;quot;User&amp;quot;], &lt;br /&gt;
a[title^=&amp;quot;Special:Contributions/&amp;quot;] {&lt;br /&gt;
    background-color:#010!important;&lt;br /&gt;
    color: #7070FF!important;&lt;br /&gt;
}/*-*/&lt;br /&gt;
&lt;br /&gt;
.mw-body-content .external {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAwAAAAMBAMAAACkW0HUAAAAFVBMVEUAAAAAAAAAZv8AZswAL14hZIUwYI+U+klIAAAAAXRSTlMAQObYZgAAADxJREFUCNdjgAMmJSUFIBUmKAiimAKBFLOxkSOIElQRCQRSQo5OakBKJEWZlQEo6CTMAKIEwZSxsTHcJAD6JwXY6XjSLgAAAABJRU5ErkJggg==);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Headings */&lt;br /&gt;
h1, #bodyContent h1,&lt;br /&gt;
h2, #bodyContent h2,&lt;br /&gt;
h3, #bodyContent h3,&lt;br /&gt;
h4, #bodyContent h4,&lt;br /&gt;
h5, #bodyContent h5,&lt;br /&gt;
h6, #bodyContent h6 {&lt;br /&gt;
    color: #00dd00;&lt;br /&gt;
    border-color:#008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color Table of Contents */&lt;br /&gt;
#toc, .toc, .mw-warning, .toccolours, body.skin-monobook .toccolours { &lt;br /&gt;
    background-color: #002000; &lt;br /&gt;
    border-color: #008000; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Images */&lt;br /&gt;
.mw-body img {&lt;br /&gt;
    border: 2px solid #008000;&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Fix background of Tex images, which are black on transparent. */&lt;br /&gt;
.mw-body img.mwe-math-fallback-image-inline {&lt;br /&gt;
    background-color: #fff;&lt;br /&gt;
    filter:invert(100%) hue-rotate(180deg);&lt;br /&gt;
    border:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
hr {&lt;br /&gt;
    color: #004000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color explanations with tool tips */&lt;br /&gt;
abbr, acronym, .explain {&lt;br /&gt;
    border-color: #004000;&lt;br /&gt;
    color: White;&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color code snippets */&lt;br /&gt;
code { &lt;br /&gt;
    background-color: #00AA00; &lt;br /&gt;
    color: Black; &lt;br /&gt;
    border-color: #00AA00;&lt;br /&gt;
    font-weight:bolder;/*XXX: Increase contrast*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color code blocks */&lt;br /&gt;
pre, .mw-code {&lt;br /&gt;
    border-style:dashed;&lt;br /&gt;
    border-color:#00AA00;&lt;br /&gt;
    color: White;&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color highlighted ref [[MediaWiki:Common.css]] */&lt;br /&gt;
body.action-info .mw-body-content :target,&lt;br /&gt;
body.mediawiki .citation:target {&lt;br /&gt;
    background-color: rgba(0, 127, 255, 0.133);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Table background colors */&lt;br /&gt;
table { &lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
    color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
table th {&lt;br /&gt;
    background-color: #1D1C1C!important;&lt;br /&gt;
    color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
table td {&lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
    color: #00dd00!important; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table tr { &lt;br /&gt;
    background-color: #000000!important;&lt;br /&gt;
    color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Tabular tables */&lt;br /&gt;
table.wikitable {&lt;br /&gt;
  border-color: #004000 !important;&lt;br /&gt;
  color: #00dd00!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable th, table.wikitable td {&lt;br /&gt;
  border-color: #004000 !important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable th {&lt;br /&gt;
  background-color: #1D1C1C!important;&lt;br /&gt;
}&lt;br /&gt;
table.wikitable td {&lt;br /&gt;
  background-color: #000000!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* JQuery sort arrows */&lt;br /&gt;
table.jquery-tablesorter th.headerSort {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABUAAAAJCAYAAADdA2d2AAAAPUlEQVR4AWMgCtxlkAPiA0CsREgpCQaC4X8gfggymJoG/sc0mHIDMQ2mE6DcpfQNU/rHPsJgBWg6VSBGOQB5WklTTHq/UAAAAABJRU5ErkJggg==);&lt;br /&gt;
}&lt;br /&gt;
table.jquery-tablesorter th.headerSortUp {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABUAAAAECAYAAABhnXSoAAAAKklEQVR4AWMgCtxlkAPiA0CsREgpCQaC4X8gfggymJoG/kczmHIDSTEYACAWJKqhXDSPAAAAAElFTkSuQmCC);&lt;br /&gt;
}&lt;br /&gt;
table.jquery-tablesorter th.headerSortDown {&lt;br /&gt;
    background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABUAAAAECAYAAABhnXSoAAAALUlEQVR4AWPACe4yyAExCP7Hgh8CsRID6QBhMD4DKTQY00BKDVYA4gNgmggAAHjLJKrpYfWaAAAAAElFTkSuQmCC);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* thumbnails */&lt;br /&gt;
.ns-0 * #content div.thumb {&lt;br /&gt;
    border-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
/* thumbnails */&lt;br /&gt;
div.thumb {&lt;br /&gt;
    margin-bottom: .5em;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div {&lt;br /&gt;
    border-width: 1px;&lt;br /&gt;
    border-style: solid;&lt;br /&gt;
    border-color: #002000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div a img {&lt;br /&gt;
    /* Transparent PNGs assume light color backgrounds :-( */&lt;br /&gt;
    background-color:#103010;&lt;br /&gt;
    /* TODO: Use film grain texture, so lines are more noticeable */&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div a img:hover {&lt;br /&gt;
    /* Increase brightness on hover */&lt;br /&gt;
    background-color:#EEE;&lt;br /&gt;
}&lt;br /&gt;
div.thumb div div.thumbcaption {&lt;br /&gt;
    border: none;&lt;br /&gt;
    padding: .3em 0 .1em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
figure[typeof~='mw:File/Thumb'],&lt;br /&gt;
figure[typeof~='mw:File/Frame'] {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 2px solid #002000;&lt;br /&gt;
    border-bottom: 0;&lt;br /&gt;
}&lt;br /&gt;
figure[typeof~='mw:File/Thumb'] &amp;gt; figcaption,&lt;br /&gt;
figure[typeof~='mw:File/Frame'] &amp;gt; figcaption {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 2px solid #002000;&lt;br /&gt;
    border-top: 0;&lt;br /&gt;
    padding: 1px 3px 4px 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element,&lt;br /&gt;
figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element,&lt;br /&gt;
li.gallerybox .mw-file-element {&lt;br /&gt;
    background-color: #103010;&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
figure[typeof~='mw:File/Thumb'] &amp;gt; :not(figcaption) .mw-file-element:hover,&lt;br /&gt;
figure[typeof~='mw:File/Frame'] &amp;gt; :not(figcaption) .mw-file-element:hover,&lt;br /&gt;
li.gallerybox .mw-file-element {&lt;br /&gt;
    background-color: #EEE;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* galleries */&lt;br /&gt;
table.gallery {&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
table.gallery td {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: solid 2px white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
li.gallerybox div.thumb, body.mediawiki #content .gallerybox div.thumb {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 2px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
li.gallerybox div.thumb div {&lt;br /&gt;
    background-color: transparent;&lt;br /&gt;
    border: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Color category box */&lt;br /&gt;
.catlinks {&lt;br /&gt;
    border-color:#800080;&lt;br /&gt;
    background-color:#000000;&lt;br /&gt;
    color: #00FFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* #################################&lt;br /&gt;
 *          Interface Pages&lt;br /&gt;
 * #################################&lt;br /&gt;
 */&lt;br /&gt;
.mw-ui-input:focus {&lt;br /&gt;
    border-color: lime;&lt;br /&gt;
    box-shadow: inset 0 0 0 1px lime;&lt;br /&gt;
}&lt;br /&gt;
.postedit, /* untested */&lt;br /&gt;
.mw-notification { /* top right bubble */&lt;br /&gt;
    background-color:#004000;&lt;br /&gt;
    background-color:rgba(0, 64, 0, 0.93);&lt;br /&gt;
    border-color:#008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
** Diff rendering&lt;br /&gt;
*/&lt;br /&gt;
table.diff, td.diff-otitle, td.diff-ntitle {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline {&lt;br /&gt;
    color: #00a000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-deletedline {&lt;br /&gt;
    color: #00a000;&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-context {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.diffchange {&lt;br /&gt;
    color: #00ff00;&lt;br /&gt;
}&lt;br /&gt;
td.diff-deletedline .diffchange {&lt;br /&gt;
    background-color:#403618;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline .diffchange {&lt;br /&gt;
    background-color:#273948;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color the edit interface */&lt;br /&gt;
.wikiEditor-ui {&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
}&lt;br /&gt;
.wikiEditor-ui-toolbar,&lt;br /&gt;
.wikiEditor-ui-toolbar .sections .section {&lt;br /&gt;
	background-image: none;&lt;br /&gt;
	background-color: inherit;&lt;br /&gt;
}&lt;br /&gt;
.tool-button.tool-active, .tool.tool-active.oo-ui-buttonElement-frameless.oo-ui-iconElement {&lt;br /&gt;
	background-color: inherit;&lt;br /&gt;
}&lt;br /&gt;
.wikiEditor-ui-toolbar .tabs span.tab a.current, .wikiEditor-ui-toolbar .tabs span.tab a.current:visited {&lt;br /&gt;
	color: inherit;&lt;br /&gt;
}&lt;br /&gt;
textarea {&lt;br /&gt;
    background-color: #001000;&lt;br /&gt;
    color: #90FF90;&lt;br /&gt;
}&lt;br /&gt;
.editOptions {&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
    color: #ccc;&lt;br /&gt;
}&lt;br /&gt;
div#editpage-specialchars a {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.mw-editform-legacy input#wpSummary {&lt;br /&gt;
  background-color: #000000;&lt;br /&gt;
  color: #90ff90;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Visual Editor */&lt;br /&gt;
.oo-ui-toolbar-bar,&lt;br /&gt;
.oo-ui-popupWidget-popup,&lt;br /&gt;
.oo-ui-popupToolGroup-active.oo-ui-widget-enabled,&lt;br /&gt;
.oo-ui-toolGroup.oo-ui-widget-enabled .oo-ui-tool-link .oo-ui-tool-title,&lt;br /&gt;
.oo-ui-popupToolGroup .oo-ui-toolGroup-tools {&lt;br /&gt;
    background-color:#002000;&lt;br /&gt;
    background-image:none;&lt;br /&gt;
    color:white;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-iconElement-icon {&lt;br /&gt;
    filter: invert(100%); /* Can't style data URI SVGs */&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-windowManager-modal &amp;gt; .oo-ui-dialog {&lt;br /&gt;
    background-color: rgba(0, 0, 0, 0.5);&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-windowManager-modal &amp;gt; .oo-ui-dialog &amp;gt; .oo-ui-window-frame {&lt;br /&gt;
    background-color:black;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-textInputWidget input,&lt;br /&gt;
.oo-ui-textInputWidget textarea {&lt;br /&gt;
    background-color: #001000;&lt;br /&gt;
    color: #90FF90;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-tagItemWidget {&lt;br /&gt;
    background-color: #333;&lt;br /&gt;
    background-image: linear-gradient(to bottom,#222 0,#000 100%);&lt;br /&gt;
    color: #eee;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-buttonElement-framed &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #111;&lt;br /&gt;
    background-image: linear-gradient(to bottom, #222 0, #000 100%);&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-buttonElement-framed &amp;gt; .oo-ui-buttonElement-button:focus {&lt;br /&gt;
    /*border-color: #ace;*/&lt;br /&gt;
    /*box-shadow: 0 0 2px 2px #ace;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-buttonElement-framed.oo-ui-flaggedElement-progressive &amp;gt; .oo-ui-buttonElement-button {&lt;br /&gt;
    background-color: #070;&lt;br /&gt;
    background-image: linear-gradient(to bottom, #090 0, #030 100%);&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-buttonElement &amp;gt; .oo-ui-buttonElement-button { &lt;br /&gt;
    color:#ccc;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-pendingElement-pending {&lt;br /&gt;
    /* http://en.wikipedia.org/w/resources/lib/oojs-ui/themes/apex/images/textures/pending.gif */&lt;br /&gt;
    filter:invert(1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color history interface */&lt;br /&gt;
#pagehistory li {&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
#pagehistory li.selected {&lt;br /&gt;
    background-color: #004000;&lt;br /&gt;
    border: 1px solid #002000;&lt;br /&gt;
}&lt;br /&gt;
span.autocomment { color: #008000; }&lt;br /&gt;
&lt;br /&gt;
/* Special:Search */&lt;br /&gt;
.mw-search-profile-tabs,&lt;br /&gt;
#mw-searchoptions {&lt;br /&gt;
  background-color: #002000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Color the file description */&lt;br /&gt;
#filetoc {&lt;br /&gt;
    background-color: #002000;&lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
.filehistory a img, #file img:hover {&lt;br /&gt;
    /* Green checker board */&lt;br /&gt;
    background-image:url(&amp;quot;data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQAQMAAAAlPW0iAAAABlBMVEUAAAAAQABVHvbKAAAAEUlEQVQI12P4z8CAFWEX/Q8Afr8P8erzE9cAAAAASUVORK5CYII=&amp;quot;);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* #################################&lt;br /&gt;
 *             Interface&lt;br /&gt;
 * #################################&lt;br /&gt;
 */&lt;br /&gt;
/* Colors the tabs across the top of the page */&lt;br /&gt;
#p-cactions { &lt;br /&gt;
    background-color: #000000;  &lt;br /&gt;
}&lt;br /&gt;
#p-cactions li { &lt;br /&gt;
    background-color: #000000;  &lt;br /&gt;
    border-color: #008000;&lt;br /&gt;
}&lt;br /&gt;
#p-cactions li.selected,&lt;br /&gt;
#p-cactions li.new { &lt;br /&gt;
    background-color: #000000; &lt;br /&gt;
}&lt;br /&gt;
#p-cactions li a { &lt;br /&gt;
    background-color: #000000 !important; &lt;br /&gt;
    color : #7070FF;&lt;br /&gt;
}&lt;br /&gt;
#p-cactions li.selected a {&lt;br /&gt;
    background-color:#000000 !important/*HACK?*/; &lt;br /&gt;
}&lt;br /&gt;
/* Vector Tabs */&lt;br /&gt;
.vector-menu-tabs, .vector-menu-tabs span { /* left and right tab breaks */&lt;br /&gt;
    /* https://en.wikipedia.org/w/skins/Vector/images/tab-break.png */&lt;br /&gt;
    background-image:none;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs { border-left:1px solid black; }&lt;br /&gt;
.vector-menu-tabs span { border-right:1px solid black; }&lt;br /&gt;
.vector-menu-tabs ul li {&lt;br /&gt;
    /* https://en.wikipedia.org/w/skins/Vector/images/tab-normal-fade.png */&lt;br /&gt;
    background-image: linear-gradient(#000000,#004000);&lt;br /&gt;
    border-bottom:1px solid #008000;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs li.selected {&lt;br /&gt;
    /* https://en.wikipedia.org/w/skins/Vector/images/tab-current-fade.png */&lt;br /&gt;
    background: #000000;&lt;br /&gt;
    border-bottom-color:transparent;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs span a {&lt;br /&gt;
    color:#7070FF;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu-tabs li.selected a,&lt;br /&gt;
.vector-menu-tabs li.selected a:visited {&lt;br /&gt;
    color:#00DD00;&lt;br /&gt;
}&lt;br /&gt;
/* Vector watch icon -- XXX contrast issues */&lt;br /&gt;
#ca-watch.icon a {&lt;br /&gt;
    filter:invert(1) hue-rotate(80deg);&lt;br /&gt;
}&lt;br /&gt;
#ca-unwatch.icon a {&lt;br /&gt;
    filter:hue-rotate(280deg);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Vector drop down menus */&lt;br /&gt;
.vector-menu-dropdown h3 span {&lt;br /&gt;
    color:#cccccc;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu ul {&lt;br /&gt;
    background-color: #000000;&lt;br /&gt;
    border-color: #a2a9b1;&lt;br /&gt;
}&lt;br /&gt;
.vector-menu li a {&lt;br /&gt;
    color:#7070FF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* User links (preferences, contribs) */&lt;br /&gt;
#p-personal ul {&lt;br /&gt;
    color: #FFFF00;&lt;br /&gt;
    background: none;&lt;br /&gt;
}&lt;br /&gt;
#p-personal li a {&lt;br /&gt;
  color: #FFFF00;&lt;br /&gt;
}&lt;br /&gt;
#p-personal li a:hover {&lt;br /&gt;
  color: #FFFF00;&lt;br /&gt;
  background-color: #636300;&lt;br /&gt;
}&lt;br /&gt;
/* Bad specificity in originals */&lt;br /&gt;
#pt-mytalk a.mw-echo-alert,&lt;br /&gt;
#pt-mytalk a.mw-echo-alert:hover {&lt;br /&gt;
    color: #222;&lt;br /&gt;
}&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rest&amp;diff=308535</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rest&amp;diff=308535"/>
		<updated>2025-03-13T05:29:49Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added wikilinks&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;
'''Rest''' is a [[job]] in [[fortress mode]] that is given to [[dwarves]] too badly injured to do anything else. Generally, they lie where they fall until they are rescued and put in a [[bed]]--though they may be able to walk to a bed in a [[hospital]] for certain [[Wound|injuries]], such as badly mangled arms. The injured dwarf will usually remain on the ground or in bed until they are either fully healed, or dead. A dwarf's reaction to a Rest period varies according to [[personality]] -- some will feel contented, others restless.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
The Rest job is the way that dwarves heal injury. If you see a dwarf is resting, it means he is healing naturally. This is different from the [[Unconscious]] status, where the dwarf is simply asleep or has fainted from pain or injury. Rest is simply recuperating in bed. A dwarf must be resting to heal. If the dwarf is too badly injured to rest and keeps falling unconscious instead, he is likely doomed to a [[fun]] ending.&lt;br /&gt;
&lt;br /&gt;
== Interference with jobs ==&lt;br /&gt;
Resting happens randomly when an injured dwarf that is capable of moving is doing a job you will see the message &amp;quot;'''Urist Mcinjured cancels X: Resting injury'''&amp;quot; and the dwarf will go to his bed and Rest to heal. This is automatic and cannot be controlled.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Rest]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=308534</id>
		<title>Clothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Clothing&amp;diff=308534"/>
		<updated>2025-03-13T05:24:00Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: made formatting consistent. converted section titles to sentence case.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:38, 13 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For making clothes, see [[Textile industry]]''&lt;br /&gt;
:''For clothing coverage, see [[Armor#Types of protection]]''&lt;br /&gt;
[[File:dwarf_clothes_preview2.png|right]]&lt;br /&gt;
'''Clothes''' are items made out of [[cloth]], [[silk]], or [[leather]], and worn and owned by sapient creatures. The availability of specific articles of clothing varies by civilization; each has its own set of clothing that it can produce. For example, in Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. [[Dwarves]] are gender-insensitive; a male dwarf may well put on a dress. &lt;br /&gt;
Within the game engine, there is no fundamental difference between clothing and [[armor]], something accentuated by regular clothing's ability to occasionally block attacks. Clothes wear out over time. Some wearable leather items, including leather armor, helms, and boots truly are armor and will not be worn by civilians. Armor can be thought of as metal clothing, thicker and have a much better chance of blocking attacks. However, armor is not subject to standard wear and will not be automatically equipped by civilians. For details on specific items of clothing and their materials, see: [[Armor#Material_requirements]].&lt;br /&gt;
&lt;br /&gt;
Though many creatures, including non-humanoids, can wear all kinds of clothing, it is only dwarves, [[human]]s, [[elf|elves]], [[kobold]]s and [[goblin]]s that will visually appear wearing different articles of clothing. This is because those aforementioned races have dedicated sprite sheets for each of them. While other creatures ''can'' wear clothes, it won't appear on their sprite, but clicking on them and checking their inventory can show they are wearing something, even if it realistically doesn't make sense.&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprite of someone's clothing will resemble their occupation. However, when selecting the creature and viewing their possessions, clothes will appear with their true colors, which is also easily seen if the creature has a portrait that shows the clothing they have, as well as their quality. In the [[object testing arena]], when spawning creatures, any visible clothes on sprites will be completely randomized to help differentiate individuals. However, clothing colors in portraits and sprite icons of spawned individuals in the arena will have their default, generic colors.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:dwarf_clothes_preview.png|right]]The primary reason civilians wear clothing is for modesty, see the [[Clothing#Thoughts|thoughts]] section below for details. Some dwarves will also [[need]] to be extravagant, so clothing with [[quality]] or [[decoration]] bonuses will satisfy that. A particular benefit of footwear is to keep your dwarves from stepping barefoot in [[contaminant]]s that can be dangerous.&lt;br /&gt;
&lt;br /&gt;
Due to the multiple [[value]] modifiers that can apply to finished clothing, they can be useful as a [[trade]] good - even tattered clothing can fetch a fair price, so such clothes can be useful twice.&lt;br /&gt;
&lt;br /&gt;
Clothing provides much less protection against attacks than armor, especially from metal weapons, but leather clothing can provide significant protection from smaller animal attacks. Currently, clothing provides no protection from cold environments. As mentioned before, the quality of upper body clothes can be seen in portraits of some individuals, such as the created characters in [[Adventure mode]]. Before starting a game in said mode, the player can choose any type of wearable item for themselves, at the cost of points. In these character portraits, the quality of clothes can be easily seen, as the piece of clothing will appear to be more lavishly decorated the higher the quality is. This can be seen in the image below:&lt;br /&gt;
&lt;br /&gt;
[[File:coat_quality_preview.png|thumb|708px|center|From left to right, the human's coat's levels of quality are standard, -well-crafted-, +finely-crafted+, *superior quality*, =exceptional=, ☼masterful☼ and artifact.]]&lt;br /&gt;
&lt;br /&gt;
The player has the choice of choosing the quality of some clothing and weapons by clicking [[File:quality_increase_button.png|16px]] and [[File:quality_decrease_button.png|16px]], with higher qualities costing more points. Note that some articles of clothing will not show a unique graphic for every level of quality, and the player can never choose the artifact quality from the start.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
Clothing can be made from cloth at a [[clothier's shop]] or leather at a [[leather works]]. It will be [[size]]d for the creature that does the job, see the size section next for details. Dye cannot be applied to clothing - to make dyed clothes, the cloth used to make clothes or the thread used to make the cloth must be dyed first. Clothing usually worn in pairs, like mittens, shoes and socks, will be made in pairs, though the quality levels of the two created items can differ.  Currently, any clothing job consumes one whole unit of cloth or leather, regardless of the size of the piece(s) produced.&lt;br /&gt;
&lt;br /&gt;
To maximize value, use a custom stockpile to collect high-quality dyed cloth and link it to a clothier's workshop producing dresses or robes, and assign the workshop to a skilled worker.&lt;br /&gt;
&lt;br /&gt;
Remember that certain items produced at a [[leather works]] constitute leather [[armor]] rather than clothing. This includes &amp;quot;leather armor&amp;quot; (referring to leather upper-body armor), leather leggings, leather boots (high and low), and leather helms. This distinction is significant because these items will not be automatically picked up and equipped by civilians, will not wear out (but can of course suffer wear in combat), and must be stored in [[armor]] stockpiles rather than [[finished goods]] stockpiles as detailed below.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
Clothing and armor all have a size associated with them, and equipment made for one size of creature cannot be worn by sufficiently larger or smaller creatures - the acceptable range is between ±1/7th of the creature's size. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=140544.msg6843526#msg6843526][http://www.bay12forums.com/smf/index.php?topic=169696.msg8284471#msg8284471]&amp;lt;/sup&amp;gt; For dwarves, this applies to clothes and armor worn by humans and [[troll]]s (which will appear to be ''large''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;) as well as kobolds (which will appear to be ''small''); goblins and [[elf|elves]] are the same size as dwarves, so their clothing and armor can be equipped rather than being limited to [[Melt item|melt]]ing (in the case of metal armor) or using as [[trade]] goods (especially once [[Decoration|decorate]]d).&lt;br /&gt;
&lt;br /&gt;
:''(*) Note one exception due to terminology: items made from leather from [[large rat]]s will appear as &amp;quot;large rat leather ______&amp;quot;.  Human-sized gloves made from large rat leather would be &amp;quot;large large rat leather gloves.&amp;quot;  (There are no non-large &amp;quot;rats&amp;quot; that provide leather, so while confusing, this is unambiguous.)''&lt;br /&gt;
&lt;br /&gt;
Any clothing/armor that isn't ''large'' or ''small'' is one-size-fits-all, and can be worn by any dwarf, from the smallest child to the biggest adult.&lt;br /&gt;
&lt;br /&gt;
Your dwarves can create clothing and armor in any size to accommodate the needs of non-dwarven fortress residents. To do so, request the clothing or armor to be made from their respective workshops, then click the magnifying glass for the task in the workshop or in the work order menu to specify the size. Alternatively, clothing made by a creature will be automatically sized for that creature. Sizing clothing for cougar or hyena men allows it to be worn by both humans and the dwarf-sized races.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
Clothes are [[finished goods]], and will be stored in a finished goods [[stockpile]] if not claimed by dwarves, optionally in [[bin]]s. Items of clothing can be filtered within a stockpile according to where they are worn on the body, and are classified as armor (referring to upper-body clothing, not protective [[armor]] which must be stored in an [[armor]] [[stockpile]]), handwear, footwear, headwear, or legwear.&lt;br /&gt;
&lt;br /&gt;
Dwarves will store their personal clothing in their [[room]]s, either directly on the floor, or in [[cabinet]]s. [[personality facet#ORDERLINESS|Tidy]] (aka orderly) dwarves will rarely relinquish their tattered clothing, instead accumulating a large collection of worn clothes in their rooms. Owned clothing cannot be claimed or hauled by other dwarves, though if not currently worn or in the owners quarters, it will eventually revert to unowned after one season, making it available.&lt;br /&gt;
&lt;br /&gt;
Note that owned clothing stored in [[cabinet]]s zoned as part of a dwarf bedroom will never revert to an unowned state in the current version, which can lead to a large amount of tattered clothing gradually accumulating throughout you fortress [[bedroom]]s. See the bugs section below for more information.&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
[[File:wearing_clothes_example.png|thumb|300px|right|The clothing of a dwarf child... that has recently touched alcohol.]]Clothing [[wear]]s out over time; while worn, it gains one level of wear every two years. While stored properly, either in a (non-refuse) stockpile or a dwarf's personal quarters, it will degrade very slowly (one wear level per century, automatically reduced to one wear level per 20 years if using [[DFHack]]). Worn clothing can quickly begin accumulating in a high population fort, and can be traded away or destroyed. Note that [[Item_quality#Quality_grades|masterful]] items of clothing destroyed via [[atom smasher]] or magma may generate unhappy thoughts for its creator, even if the item is worn out.&lt;br /&gt;
&lt;br /&gt;
Note that clothing can also be damaged if the wearer takes damage, especially if the attack penetrates or from harder materials - this is true even for clothing made from [[Adamantine|special]] cloth.&lt;br /&gt;
&lt;br /&gt;
Dwarves will try to replace their worn clothing themselves, if appropriate clothing is available in the fortress. ([http://www.bay12forums.com/smf/index.php?topic=124350.msg4133470#msg4133470 supporting bay12 forum post])&lt;br /&gt;
&lt;br /&gt;
===== Managing clothing =====&lt;br /&gt;
Producing new clothing sufficient to keep up with the demands of the dwarves of a large and bustling fortress is an ongoing endeavor, as items of clothing will wear out at different times. Even after establishing a sufficient [[textile industry]] or [[trading]] for raw materials, dwarves will constantly wear out their currently equipped items and new clothes will need to be manufactured.&lt;br /&gt;
&lt;br /&gt;
In addition to the strategy above, another way to organize production and reduce the prevalence of rogue, abandoned clothing is to create two [[finished goods]] [[stockpiles]]. Be sure both stockpiles allow the &amp;quot;armor,&amp;quot; footwear,&amp;quot; &amp;quot;handwear,&amp;quot; &amp;quot;headwear,&amp;quot; and &amp;quot;legwear&amp;quot; categories in order to accept clothing, with the relevant materials and quality allowed.&lt;br /&gt;
&lt;br /&gt;
The first stockpile is for New Clothes only, and will be filled only with new clothes you create. It has the &amp;quot;take items from anywhere&amp;quot; toggle turned off, and is assigned to ''only'' take items from the [[clothier's shop]] workshop. Both of these rules can be adjusted via the icons in the top right of the respective stockpile settings menu. If you assign skilled clothiers and sufficient production, this stockpile will quickly begin accumulating high quality clothes that can be picked up by your dwarves to wear (or to be traded away).&lt;br /&gt;
&lt;br /&gt;
The second stockpile is for Used Clothes, and will collect worn, unowned clothes as well as those from sources other than your [[clothier's shop]]. To do this it has the &amp;quot;take items from anywhere&amp;quot; toggle turned on, so that any unowned clothes around the fortress will be hauled here by dwarves. Many worn items will accumulate here.&lt;br /&gt;
&lt;br /&gt;
Now you can always create a third stockpile with similar rules near your [[trade depot]]. This stockpile can have the &amp;quot;take items from anywhere&amp;quot; toggle turned off, and be assigned to ''only'' take items from your Used Clothes stockpile. Now dwarves will haul all the worn clothing (and probably a few less-worn items collected from elsewhere) to bins in the stockpile ''very near'' the trade depot, making them easy to identify and trade away (as the distance to the trade depot will be very low in comparison to all the other bins in your fortress). This has the advantage of allowing for disposal of worn out [[Item_quality#Quality_grades|masterful]] quality items, which can be freely traded away without causing negative thoughts for their creators.&lt;br /&gt;
&lt;br /&gt;
== Thoughts ==&lt;br /&gt;
Adult dwarves get unhappy thoughts if they are naked, or wearing tattered clothes. Babies do not wear clothes, but all adult and child dwarves will claim and wear clothing when available automatically. Dwarves may incur several different clothing-related bad thoughts from:&lt;br /&gt;
* Total nudity&lt;br /&gt;
* Missing upper body covering (shirt, vest, dress, robe, cloak, or coat)&lt;br /&gt;
* Missing lower body covering (trousers or skirts)&lt;br /&gt;
* Missing footwear (shoes, sandals, or socks)&lt;br /&gt;
* Wearing tattered clothing (items with &amp;quot;X&amp;quot; or &amp;quot;XX&amp;quot; wear, but not lowercase &amp;quot;x&amp;quot; wear)&lt;br /&gt;
&lt;br /&gt;
Clothing thoughts are quite strong, and stack with each other. [[Tantrum spiral]]s are likely unless you produce sufficient footwear, upper-, and lower-body-covering items. Thankfully, [[armor]] assigned to the relevant body areas will also prevent negative thoughts, and has the advantage of not being subject to wear, in addition to affording better protection. If you tell your militia-dwarves to replace normal clothes with their uniform, make sure you have armor to spare when conscripting &amp;lt;s&amp;gt;cannon fodder&amp;lt;/s&amp;gt; legendary [[cheese maker]]s, as they'll happily strip naked even if you don't have a uniform waiting for them. You can also include a layer of cloth &amp;quot;armor&amp;quot;, leggings, and especially socks in the mix to prevent nudity unhappiness in case of a shortage of real armor, but be warned: your dwarves will not automatically replace worn uniform-assigned clothing, leading your clothing-equipped militia dwarves to a different set of unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
If you find it easier to produce plenty of [[armor]] instead of clothing, you can also group all your civilian dwarves into squads and assign them a uniform covering the basics. This not only ensures you don't have to offer them replacement clothes, but also ensures your entire population is at least slightly better protected. Having everybody grouped up into squads also might come in handy &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when something nasty shows up in the midst of your civilians while your soldiers are busy elsewhere. The disadvantage of this is that the heavier armor may slow the civilian dwarves down.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Dwarves drop worn clothing wherever they happen to be when they decide to pick up replacements. These discarded clothes can interfere with stockpiles, workshops, build orders, etc.{{bug|6048}}, and are owned items so they can't be easily moved.{{bug|4403}} Dwarves will return later to collect the clothing, which can be particularly dangerous around [[trap design|traps]], battlefields and [[minecart]] tracks.&lt;br /&gt;
* Dwarves amass a large collection of discarded clothing in their rooms, filling all [[cabinet]]s and covering every available tile.{{bug|7680}} Forbidding the items will clear their ownership after some weeks.{{cite forum|173188/7926370}} [[Utility:DFHack|DFHack]] provides a &amp;quot;cleanowned&amp;quot; command to help clean up the clutter.&lt;br /&gt;
* Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
== Sock obsession ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Image:deadly sock.png|thumb|right|Minotaurs like socks too.]]&lt;br /&gt;
This was the beginning of the dwarven obsession with socks.  Long ago, socks were plentiful in dwarven kingdoms across the land, and the bearded ones paid little heed to what adorned their feet.  But after the proud citadel of Nogrithog destroyed itself in a terrible civil war over a dispute concerning sock shortages, the production of which they were completely and utterly ignorant, the entire dwarf race everywhere in the universe vowed to never let this happen again.  Dwarves made sure to stockpile woolen, silken, and even cloth footwear against the unthinkable happening ever again.  Children were frightened with the story of the Great Sock War even before they stopped suckling at their mothers' breasts to indoctrinate them in proper sock hoarding behavior, and to get unruly children to behave: &amp;quot;If you don't stop pulling Catten's braids, Sibrek, all the socks will disappear!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So great is the dwarves' fear of a sock shortage that they will sacrifice their own well-being and even their very lives to make sure that not a single sock will go overlooked.  It is unknown how dwarves everywhere could possibly know how one dwarven civilization in a remote and utterly unimportant continent on a forgotten minor world destroyed itself.  Most believe that this is once more the touch of Armok on their sodden, constantly intoxicated brains.&lt;br /&gt;
&lt;br /&gt;
The bond between a dwarf and his socks is both wondrous and terrible.  The most hardened warrior finds his socks so warm and comforting that he is frequently seen wearing but a single boot -- why should he need steel to protect his other foot?  He already has a sock on it!  Upon losing his unarmored foot to a goblin's blade, he will console himself in the knowledge that at least his foot still has its sock on.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Socks can be worn on the tail of humanoid snake-like creatures, such as the [[serpent man]], [[anaconda man]], etc.{{cite|1|https://www.reddit.com/r/dwarffortress/comments/10n5dz1/the_snake_man_visiting_my_fortress_wears_a_single/}}&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Braies]]: https://en.wikipedia.org/wiki/Braies&lt;br /&gt;
* [[Loincloth]]: https://en.wikipedia.org/wiki/Loincloth&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Clothing| }}&lt;br /&gt;
[[ru:Clothing]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Traction_bench&amp;diff=308524</id>
		<title>Traction bench</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Traction_bench&amp;diff=308524"/>
		<updated>2025-03-13T02:45:05Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: redirected to the section (&amp;quot;Benches&amp;quot; was still capitalized previously)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Health_care#Traction benches]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Flux&amp;diff=308523</id>
		<title>Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Flux&amp;diff=308523"/>
		<updated>2025-03-12T22:53:14Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: formatting changes and one copyedit for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Flux''' [[stone]]s are classified as materials that can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. All flux has a material [[value]] of 2, which is twice that of common stone (material value 1), making it preferable for [[workshop]]s, [[construction]], and almost all stone products.  ''(Only [[obsidian]] and some higher-value [[ore]]s have a higher material value for stonework.)''&lt;br /&gt;
&lt;br /&gt;
Note that [[block]]s made out of flux materials ''cannot'' be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:* {{Raw Tile|&amp;quot;|7:7:1}} {{Raw Tile|•|7:1}} [[File:calcite_sprite.png|14px]] [[Calcite]] &lt;br /&gt;
:* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} [[File:chalk_sprite.png|14px]] [[Chalk]]&lt;br /&gt;
:* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} [[File:dolomite_sprite.png|14px]] [[Dolomite]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[File:limestone_sprite.png|14px]] [[Limestone]]&lt;br /&gt;
:* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} [[File:marble_sprite.png|14px]] [[Marble]]&lt;br /&gt;
&lt;br /&gt;
All flux stones form [[layer]]s (which are marked on the embark screen as &amp;quot;Flux Layer(s)&amp;quot;) except for [[calcite]], which exists as small clusters within other flux layers. Whether or not a site has flux can be determined from the pre-embark screen. [[Limestone]], [[dolomite]] and [[chalk]] form [[sedimentary_layer|sedimentary layers]], which can have large deposits of [[iron]]-bearing ore. [[Marble]] is a [[metamorphic layer]], so it can be found within almost any [[biome]]; notably, marble can be found in the same biome as [[igneous extrusive layer]]s (i.e. near [[volcano]]es), unlike sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
Note that [[Borax]], a real life flux, can not be used as a flux stone in the game.&lt;br /&gt;
&lt;br /&gt;
=== Trading for flux ===&lt;br /&gt;
If your map has no flux on it (which is a common situation), then you can request it from the [[dwarf|dwarven]] traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order them from the 'Stone' section, since you can't use flux'' blocks'' to create steel. [[Bituminous coal]] and [[lignite]] might be worth ordering while you're there.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; If you are able to bring flux stone at [[embark]], you will be able to request it from the [[caravan]] in meetings with the [[liaison]] (as with pretty much everything else), but they aren't likely to bring much, generally 3 or 4 stones of each type. Your [[steel]] industry may be better served by requesting steel bars directly or by buying up everything they have that's made of steel, especially toys, instruments, and crafts, and [[DF2012:Melt item | melting]] it all down.&lt;br /&gt;
&lt;br /&gt;
== Calcium carbonate stones ==&lt;br /&gt;
All of the flux stones besides [[dolomite]] are also [[calcium carbonate]] sources, used to make [[quicklime]] and [[milk of lime]] for production of [[parchment]]. The parchment production process therefore depletes non-dolomite flux stones, and you may wish to avoid parchment making if flux is limited.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Steel]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Flux]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=308470</id>
		<title>Jute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=308470"/>
		<updated>2025-03-11T05:39:33Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: fixed red link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=jute_shrub_sprite.png&lt;br /&gt;
|seedimage=jute_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Thread]]&lt;br /&gt;
|wp=Corchorus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jute''' is an [[aboveground]] [[crop]]. The plant may be [[plant processing|processed]] at a [[farmer's workshop]] to produce jute [[plant fiber]] [[thread]], which can then be woven into jute [[cloth]]. It can also be mashed into a [[slurry]] and [[Presser|pressed]] to produce jute [[paper]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] jute plants for their ''fibrous stems''.&lt;br /&gt;
&lt;br /&gt;
[[File:Corchorus trilocularis in Hyderabad, AP W IMG 0433.jpg|thumb|center|300px|Admired for its ''fibrous stems''.]]&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
Jute is grown almost exclusively in India, Bangladesh, and other countries in South and Southeast Asia, because it is dependent upon monsoon rains as part of its life cycle. However, in the current version of &amp;lt;i&amp;gt;DF&amp;lt;/i&amp;gt;, it merely requires [[tropical]] climates.&lt;br /&gt;
&lt;br /&gt;
The fabric most associated with jute is burlap (or hessian), and its tough but rough fibers are frequently used in burlap sacks containing common goods. It is widely used to contain cotton bales, which are used to make clothing.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=308469</id>
		<title>Jute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=308469"/>
		<updated>2025-03-11T05:39:06Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added sentence about paper&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=jute_shrub_sprite.png&lt;br /&gt;
|seedimage=jute_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Thread]]&lt;br /&gt;
|wp=Corchorus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jute''' is an [[aboveground]] [[crop]]. The plant may be [[plant processing|processed]] at a [[farmer's workshop]] to produce jute [[plant fiber]] [[thread]], which can then be woven into jute [[cloth]]. It can also be mashed into a [[slurry]] and [[pressed]] to produce jute [[paper]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] jute plants for their ''fibrous stems''.&lt;br /&gt;
&lt;br /&gt;
[[File:Corchorus trilocularis in Hyderabad, AP W IMG 0433.jpg|thumb|center|300px|Admired for its ''fibrous stems''.]]&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
Jute is grown almost exclusively in India, Bangladesh, and other countries in South and Southeast Asia, because it is dependent upon monsoon rains as part of its life cycle. However, in the current version of &amp;lt;i&amp;gt;DF&amp;lt;/i&amp;gt;, it merely requires [[tropical]] climates.&lt;br /&gt;
&lt;br /&gt;
The fabric most associated with jute is burlap (or hessian), and its tough but rough fibers are frequently used in burlap sacks containing common goods. It is widely used to contain cotton bales, which are used to make clothing.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crossbow&amp;diff=308468</id>
		<title>Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crossbow&amp;diff=308468"/>
		<updated>2025-03-11T03:44:23Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: converted section titles to sentence case&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''See [[Weapon]] for a general overview of weapons and related information.''&lt;br /&gt;
&lt;br /&gt;
[[File:crossbow_sprite_preview.png|right]]&lt;br /&gt;
'''Crossbows''' are the only native ranged [[weapon]] available to [[Dwarf|dwarves]] (although one can also acquire [[blowgun]]s and [[bow]]s through trading, or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; melee squad(s).&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
[[File:dwarf_crossbow_preview.jpg|thumb|200px|right|Still has shaky aim.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Kirill Nedorosol''&amp;lt;/small&amp;gt;]]Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]], which has no effect on accuracy or damage. The [[quality]] of a crossbow influences its accuracy (along with the skill of the [[marksdwarf]]), while the quality and material of the [[bolt]]s influences the damage done on a successful hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Skill&lt;br /&gt;
! Workshop&lt;br /&gt;
! Consumed&lt;br /&gt;
|-&lt;br /&gt;
! metal&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[weaponsmith]]&lt;br /&gt;
| [[metalsmith's forge|metalsmith's forge]]&lt;br /&gt;
| 1 [[bar]]&lt;br /&gt;
|-&lt;br /&gt;
| (ammo ×25)&lt;br /&gt;
| [[weaponsmith]]&lt;br /&gt;
| [[metalsmith's forge|metalsmith's forge]]&lt;br /&gt;
| 1 [[bar]]&lt;br /&gt;
|-&lt;br /&gt;
! wood&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[bowyer]]&lt;br /&gt;
| [[bowyer's workshop]]&lt;br /&gt;
| 1 [[log]]&lt;br /&gt;
|-&lt;br /&gt;
| (ammo ×25)&lt;br /&gt;
| [[wood crafter]]&lt;br /&gt;
| [[craftsdwarf's workshop]]&lt;br /&gt;
| 1 [[log]]&lt;br /&gt;
|-&lt;br /&gt;
! bone&lt;br /&gt;
| [[bowyer]]&lt;br /&gt;
| [[bowyer's workshop]]&lt;br /&gt;
| 1 [[bone]]&amp;lt;br&amp;gt;off stack&lt;br /&gt;
|-&lt;br /&gt;
| (ammo ×5)&lt;br /&gt;
| [[bone carver]]&lt;br /&gt;
| [[craftsdwarf's workshop]]&lt;br /&gt;
| 1 [[bone]]&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
: 1) All materials perform equally well as a ranged weapon. However, if an enemy closes into melee range with a [[marksdwarf]], they will use their crossbow as a [[War hammer|hammer]]. For this reason, you may want to make your military crossbows out of a metal*, and leave the bone/wood crossbows for [[hunter]]s or wall defenders.&lt;br /&gt;
&lt;br /&gt;
::  (* For [[Weapon#Combat_testing|blunt-force]] weapons (including crossbows in melee): Steel and Silver(!) seem to be ''slightly'' preferable, but Iron, Bronze (including Bismuth Bronze), and Copper are all a very close second. All are vastly superior to wood or bone.)&lt;br /&gt;
&lt;br /&gt;
: Similarly, metal bolts are far superior to wood/bone, with (in order) Steel, Iron, Bronze/Bismuth Bronze, and Copper being preferred, with Silver a distant last.&lt;br /&gt;
&lt;br /&gt;
: 2) For similar reasons, [[Wood#Types|denser woods]] are proportionally preferable to lighter ones for both crossbows and ammo.&lt;br /&gt;
&lt;br /&gt;
== Ranged combat ==&lt;br /&gt;
Crossbows shoot [[bolt]]s as their [[ammunition]], and marksdwarves will engage targets up to 20 tiles distant, provided they have a clear line of sight to them. Z-levels up ''or down'' count equally ''against'' the distance when measuring this range, subtracting from the total x-/y-axis distance, so shooting from a high wall or tower effectively ''reduces'' that 20-tile maximum. Bolts may miss the target and fly a bit further than intended, potentially striking another foe, but '''never''' a friendly.&lt;br /&gt;
&lt;br /&gt;
The material that the crossbows are made of is irrelevant to ranged combat (but see melee combat). Only the [[quality]] of the crossbow {{Verify}} and [[skill]] of the marksdwarf determine accuracy, whereas the quality and material* of the bolts determine the damage delivered. If you have a skilled [[bowyer]] and are confident your fortress design and/or melee soldiers can keep your marksdwarves safe from enemy engagements, then easily-produced, high-quality wooden or bone crossbows will be just as accurate and deadly as metal crossbows. &lt;br /&gt;
&lt;br /&gt;
(* metal being better than bone being better than wood. See also [[Weapon#Superior metal rule|superior metal]] for comments on different metal bolts vs. different metal armor.)&lt;br /&gt;
&lt;br /&gt;
As can be expected, targets that are stationary are much easier to hit than those that are moving. Since marksdwarves can drop targets at range, they do a much better job taking down fleeing thieves and retreating goblin ambushes that your regular soldiers might not be able to catch.&lt;br /&gt;
&lt;br /&gt;
== Melee combat ==&lt;br /&gt;
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way. Focusing their training in defensive skills such as Blocking and Dodging is much more convenient, since it lets them at least hold off the enemy long enough to give a soldier more suited for melee combat a chance to surprise the enemy and dispatch them quickly.&lt;br /&gt;
&lt;br /&gt;
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and [[feather tree]] wood the worst.&lt;br /&gt;
&lt;br /&gt;
== Logistics ==&lt;br /&gt;
Crossbows require bolts and a quiver to fire, otherwise crossbows are used as hammers. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather from [[leatherworking]], obtained from [[caravan|caravans]], or as [[goblinite]].&lt;br /&gt;
&lt;br /&gt;
When shot, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as shot bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that shot ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to find them in the [[stocks]] screen and unforbid them.&lt;br /&gt;
&lt;br /&gt;
[[Soldier#Marksdwarves|Marksdwarves]] require an archery range with an [[archery target]] to be able to train.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
* Metal crossbows cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* When a non-adamantine metal crossbow is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine crossbow is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Crossbowman]]&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Archery]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = metul-egdoth | elvish = arifi-ramí | goblin = sakor-uneg | human = om-ethro}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=308467</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=308467"/>
		<updated>2025-03-11T01:31:01Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added info about kids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a &amp;quot;moody&amp;quot; dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. Good luck.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
&lt;br /&gt;
These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's only a small chance it'll be something truly useful as well as valuable. &lt;br /&gt;
* While moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they also have an equal chance to give you [[blowgun]]s or [[bow]]s. And any wooden crossbow is not a good melee weapon, if things should come to that, so the skill falls well below the metal equivalent.&lt;br /&gt;
* [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
A fell mood &amp;quot;reagent&amp;quot; is not merely limited to dwarves, however. In truth, any intelligent creature can be subjected to the creative imagination of the terrible laughing dwarves. Legends speak of [[werebeast]] attacks being halted by timely appearances of fell dwarves. Indeed, there are even whispers of fell mood dwarves smuggling [[clowns]] from the [[circus]] into their forts to be used in their strange artifice. In cases where an unusual intelligent creature made from a material such as [[vomit]] happens to fall prey to the depredations of a fell dwarf, the resultant crafted object will be selected randomly from the list of craftable [[shell]] items, but will be made from the victim's primary material instead of shell.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[pond turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Macabre&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; broods &amp;quot;Yes. I need &amp;lt;demand&amp;gt;.&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| colspan=2 | rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| colspan=2 | rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| colspan=2 | wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| colspan=2 | metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| colspan=3 | cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| colspan=3 | rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| colspan=2 | raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| colspan=2 | raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| colspan=2 | raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| colspan=2 | bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| colspan=3 | shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| colspan=2 | tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| colspan=2 | plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| colspan=2 | silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| colspan=2 | yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| colspan=2 | body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]]. Moody dwarves demanding rock blocks will also accept [[ceramic]] bricks and blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select 1-3 vermin remains, stacks of bones, or skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not. Children who enter strange moods will usually attempt to create an artifact appropriate for a bone carver, wood crafter, or stonecrafter. They will also gain experience if they complete the artifact, just like an adult dwarf would--unless the mood is a possessed mood, in which case they do not gain any experience.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine. The workshop a moody dwarf claims, and thus the resulting artifact they create, will always be based off their highest &amp;lt;u&amp;gt;moodable&amp;lt;/u&amp;gt; skill, not necessarily the highest skill that determines their profession.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves currently under strange moods do not require food, drink, or sleep.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=4| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making, while entries with &amp;quot;each&amp;quot; are distinct (e.g. an Armorsmith has 11 item choices, and one of those can turn out to be either a Shield or a Buckler). This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* [https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Children&amp;diff=308466</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Children&amp;diff=308466"/>
		<updated>2025-03-10T23:38:09Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: spacing and comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:child_sprite_preview.png|right]]&lt;br /&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 18. &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 17. 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#Population_and_seed_capacities|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 (the five main species) that are children or babies will appear as unique smaller sprites, and will appear to be wearing red if the option to show worn clothing dyes is disabled. Young animals will have a smaller sprite than their adult counterparts. Curiously enough, portraits can still show children with facial hair.&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;
==Babies==&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;]][[File:df_baby_list.png|thumb|260px|right|Many children and a baby seen in the citizen information menu.]]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. While dwarven children are dressed in red, a baby's clothes will be dark yellow.&lt;br /&gt;
&lt;br /&gt;
The sex of a baby is determined upon birth. This means that [[Cheating#Savescumming|reloading a save]] before a baby's birth 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;
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, including toys (specifically, they may perform a Store Item in Bin order for multiple toys).&lt;br /&gt;
* Children can play with [[toy]]s, such as puzzle boxes or toy axes, and might also play make believe. Both are basically filler jobs without tangible benefits.&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,  going 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;
* Attempting 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. 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;
There is a chores tab under Labor/Standing Orders that allows players to disable/enable the chore tasks, which 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 them becoming depressed and moody which can result, obviously, in the children performing various crimes. Turning off chores will help alleviate this issue - you must decide for yourself if the increased mood is worth the loss of their labor.&lt;br /&gt;
Consider turning off Refuse Hauling and Burial as well - children tend to accumulate bad thoughts when hauling corpses, which can stress them out too. Also, children tend to start playing immediately after finishing a task, so if you leave Refuse Hauling on, they may decide that the corpse pile is an excellent playground.&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;
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;
[[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 become 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 that 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>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=308454</id>
		<title>Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grate&amp;diff=308454"/>
		<updated>2025-03-10T05:52:36Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added statement about falling fruit and rain interaction with grates. added a verify label for the rain interaction though, I ran some experiments but I'm relatively new so I'm not sure my methods will hold up to scrutiny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
{{v50_furniture&lt;br /&gt;
|name=Grate&lt;br /&gt;
|graphic=[[File:grate_sprites_preview.png]]&lt;br /&gt;
|tile=#&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|value=10&lt;br /&gt;
|size=10,000&lt;br /&gt;
}}&lt;br /&gt;
A '''grate''' is a [[furniture]]-type item. It is used as a construction material for wall grates and floor grates. Grates can be constructed from [[stone]] or [[ore]] (with the [[masonry]] [[labor]] at a [[mason's workshop]]), wood (with the [[carpentry]] labor in a [[carpenter's workshop]]), [[Metal|metal bar]]s (with the [[blacksmithing]] labor at a [[forge]]), or [[glass]] (with the [[glassmaking]] labor at a [[glass furnace]]).&lt;br /&gt;
&lt;br /&gt;
== Wall grate ==&lt;br /&gt;
A '''wall grate''' is basically a [[fortification]], but with two differences:&lt;br /&gt;
* It is a [[building]] instead of a [[construction]]. It doesn't overwrite the tile below it, and it can be smashed by [[building destroyer]]s.&lt;br /&gt;
* It can be linked to a [[lever]] or [[pressure plate]]. Once linked, it works like a linked [[door]] which doesn't stop fluids, [[arrow]]s or [[Miasma]] when closed.&lt;br /&gt;
&lt;br /&gt;
Wall grates act as boundaries for rooms being resized, but they do not provide support for doors.&lt;br /&gt;
&lt;br /&gt;
Unlike a constructed wall, grates have quality levels and can be decorated. They can be constructed with {{menu icon|b|n|G}}.&lt;br /&gt;
&lt;br /&gt;
== Floor grate ==&lt;br /&gt;
[[File:grate_preview.png|thumb|210px|right|Where the unwanted liquids go.]]&lt;br /&gt;
A '''floor grate''' is similar to a floor or a closed [[floor hatch]] in that it can be walked upon and blocks [[creature]] and item movement between Z-levels. However, it lets [[water]] and [[magma]] through like an open tile. If there is a fruit-bearing [[tree]] above a floor grate, the fruits will fall through the grate. Rain does not appear to fall through grates.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Floor grates block projectiles, unlike wall grates. They do not block line of sight. Floor grates can be linked to a [[lever]] or a [[pressure plate]]. When triggered, a floor grate opens like a hatch, but with a 100-tick delay. They can be constructed with {{menu icon|b|n|g}}&lt;br /&gt;
&lt;br /&gt;
Floor grates must be attached [[orthogonal]]ly (i.e. not diagonally) to firm ground or some solid construction (a [[wall]], [[floor]], etc.), not (just) other grates. Floor grates placed directly on top of a floor or [[stairs|staircase]] still require orthogonal support, even though their own tile should be able to provide support. Attempting to construct a floor grate supported only by its own tile will display the message &amp;quot;Surrounded by empty space&amp;quot;. Removing the orthogonal support from a constructed floor grate will cause it to harmlessly deconstruct.&lt;br /&gt;
&lt;br /&gt;
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to [[cave-in]] immediately after being completed. This can be useful for controlled cave-ins.&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s cannot be placed over floor grates. However, you can use a [[Garbage_dump|dump zone]] or a minecart which will create a [[Quantum_stockpile|quantum stockpile]] to place items on top of them instead. Items will fall when the grate is opened.&lt;br /&gt;
&lt;br /&gt;
Like [[bridge]]s and [[floor hatch]]es, floor grates will mark areas beneath them as being &amp;quot;inside&amp;quot;, even if they are retracted.&lt;br /&gt;
&lt;br /&gt;
If a floor grate is placed right on top of a [[soil]] floor or [[mud]]dy floor it will prevent [[grass]], [[shrub]]s and [[tree|saplings]] from growing.&lt;br /&gt;
&lt;br /&gt;
Floor grates do not block [[fishing]] or taking water directly from a [[activity zone#Water_Source|water source]], nor do they block collecting [[sand]] or [[clay]], though they do prevent [[well]]s from working if between the well and the water.&lt;br /&gt;
&lt;br /&gt;
Floor grates over empty space block [[miasma]] and [[mist]] from rising through them (miasma will normally flow upward through empty space).&lt;br /&gt;
&lt;br /&gt;
== Bars vs. grates ==&lt;br /&gt;
[[File:DFwikiBarsVsGrates.png|right|165px|]]&lt;br /&gt;
Vertical/horizontal [[bars]] are largely identical to wall/floor grates. There are just a few notable differences between them:&lt;br /&gt;
&lt;br /&gt;
* Grates are finished goods (which must be produced from raw materials) and have [[quality]] levels (and thus boost your fortress's architecture value significantly), while bars are simply raw materials that can be thrown into place at a moment's notice and then deconstructed later should they be needed later for other jobs.&lt;br /&gt;
&lt;br /&gt;
* Building destroyers will topple bars, destroying them in seconds compared to minutes with grates.&lt;br /&gt;
&lt;br /&gt;
* Grates can be made from wood and stone, both of which are generally much more plentiful than the materials for bars.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Floor grates can be very useful in preventing fortress floods. This is done by [[channel|channeling]] out holes in multiple layers of a fortress and covering them with floor grates, which will just keep the liquid flowing down each level through the grates instead of building up on a Z-level. This is assuming there is a reservoir of some sort that the water can flow into and not dangerously build up.&lt;br /&gt;
* If you wish to remove a floor piece that is linked to a grate, make sure that the dwarf that carries out the job does not stand on the grate, or remove all grates first. The grate will not be supported, and fall (with your non-careful dwarf on it), and you will experience the famous idiom: &amp;quot;It's not the fall that kills you, it's the sudden stop at the end.&amp;quot;&lt;br /&gt;
* This can also happen vice versa when building multiple floor tiles at a time with floor grates directly beside them. Dwarves will attempt to build the floor supported by just the floor grate regardless of how the game treats it. This can be very unfortunate if Urist McNotPhysicist builds a floor under these circumstances over a lake, experiencing a cave-in resulting in them most likely getting knocked over from the dust, drowning and you ending up with a hard-to-reach corpse.&lt;br /&gt;
* On a similar note, be cautious when removing a large number of grates next to each other, as a dwarf trying to remove a grate ''will'' stand on one his neighbor is about to yank out from under his feet. This can be largely avoided by removing them in batches of alternating grates (IE: Grates 1, 3, 5 then 2, 4, 6, etc...)&lt;br /&gt;
* Floor grates can be used in watchtowers: place a locked-in animal on top of them, and let them observe possible intruders from above. Since no alternative route to the watcher exists, building destroyers cannot destroy the grate. Getting the animal in place can be tricky, if the floor is all grates - pitting is an option. Bonus points for combining this with an automated magma release valve.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Creatures and dwarves pushed by water flow can be pushed through wall grates.  {{Bug|5458}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weaver&amp;diff=308452</id>
		<title>Weaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weaver&amp;diff=308452"/>
		<updated>2025-03-10T00:49:23Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added wikilink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| graphic    = [[File:indigo_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 106px&lt;br /&gt;
| skill      = Weaver&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = [[Weaving]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Weave [[cloth]]&lt;br /&gt;
* Collect [[web]]s&lt;br /&gt;
| workshop = *[[Loom]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Weaver''' is the [[skill]] associated with the '''weaving''' [[labor]]. Weavers use a [[loom]] to weave [[cloth]] from [[silk]] [[thread]] (from [[web]]s left by [[cave spider]]s, [[giant cave spider]]s, or [[phantom spider]]s), [[plant fiber]] thread (processed from [[rope reed]]s or [[pig tail]]s), or [[yarn]] ([[spinner|spun]] from [[wool]] of [[shearer|shearable]] creatures). Unlike most intermediate goods, cloth has a quality value, and [[dwarf|dwarves]] with high skill in weaving create higher-quality cloth. Collecting spider webs also requires and trains the weaving skill.&lt;br /&gt;
&lt;br /&gt;
Because they visit the [[cavern]]s often to gather webs, weavers are particularly susceptible to encountering dangerous wildlife, such as the giant cave spiders which create the webs they're gathering. Consider assigning physically stronger dwarves for the job and giving them some war [[dog]]s or something similar, so that they have a better chance of fighting off hostile cavern beasts.&lt;br /&gt;
&lt;br /&gt;
[[File:weaving_preview.jpg|thumb|330px|center|What weaving can create.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = adril&lt;br /&gt;
| elvish  = namamo&lt;br /&gt;
| goblin  = utsmâ&lt;br /&gt;
| human   = galir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=308451</id>
		<title>Jute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Jute&amp;diff=308451"/>
		<updated>2025-03-10T00:46:20Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: copyedit, wikilinks, converted section title to sentence case, added note about jute cloth, and expanded info about location of real life cultivation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=jute_shrub_sprite.png&lt;br /&gt;
|seedimage=jute_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Thread]]&lt;br /&gt;
|wp=Corchorus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Jute''' is an [[aboveground]] [[crop]]. The plant may be [[plant processing|processed]] at a [[farmer's workshop]] to produce jute [[plant fiber]] [[thread]], which can then be woven into jute [[cloth]].&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] jute plants for their ''fibrous stems''.&lt;br /&gt;
&lt;br /&gt;
[[File:Corchorus trilocularis in Hyderabad, AP W IMG 0433.jpg|thumb|center|300px|Admired for its ''fibrous stems''.]]&lt;br /&gt;
&lt;br /&gt;
== In real life ==&lt;br /&gt;
Jute is grown almost exclusively in India, Bangladesh, and other countries in South and Southeast Asia, because it is dependent upon monsoon rains as part of its life cycle. However, in the current version of &amp;lt;i&amp;gt;DF&amp;lt;/i&amp;gt;, it merely requires [[tropical]] climates.&lt;br /&gt;
&lt;br /&gt;
The fabric most associated with jute is burlap (or hessian), and its tough but rough fibers are frequently used in burlap sacks containing common goods. It is widely used to contain cotton bales, which are used to make clothing.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308450</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308450"/>
		<updated>2025-03-10T00:08:12Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: grammar edit and added info about adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]&lt;br /&gt;
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of [[water source]] available, the water is saltwater. [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].&lt;br /&gt;
&lt;br /&gt;
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]], such as '''[[blood]]''', '''ichor''', or '''[[goo]]'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow [[Gravity|falls]] - that is, with deep enough water and short enough falls, if the water is deep enough relative to the height of the fall, creatures can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example).&lt;br /&gt;
&lt;br /&gt;
Objects made of [[wood]], including logs, do not float in water; they sink to the bottom like all other objects. Things that enter or fall into water will make visible splashes and ripples.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
=== Evaporation ===&lt;br /&gt;
In the normal underground [[temperature]] of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids - a single 1/7 water tile will evaporate faster than a large recently-flooded area, or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]), water can evaporate at greater depths -- even at 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by [[floor]]ing over water tiles to make them [[Inside]].&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to [[freeze]] in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will freeze into [[ice]]. However, water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will &amp;lt;s&amp;gt;die&amp;lt;/s&amp;gt; have [[fun]], and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. (Note: This is also true in [[adventurer mode]], so keep an eye on the temperature if you plan to cross a river!) When ice walls thaw, they always leave a 7/7 water tile, even if the tile had less than 7/7 when the ice formed.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|&amp;quot;water&amp;quot; items]] (much like those hauled in [[bucket]]s) which can't be used for anything.{{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying &amp;quot;Frozen here&amp;quot;.  In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Lakes and rivers ==&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
During world generation, the world will create lakes. Lakes are large bodies of still water (for an embark tile at least). They usually have rivers coming to-and-from the lake, giving and exporting water to the lake. Take note, however when embarking with even a partial part of the river on your embark tile, for there have been accounts of the lake being higher than your embark wagon, therefore flooding half of the embark tile. It is unknown whether or not this is a bug, but due to the circumstantial evidence, it most likely is. for more information on lakes, see [[lake]].&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Rivers are bodies of water created during world-gen, that will flow from their starting point, all the way to either a [[lake]], or the [[ocean]]. Rivers can be extremely useful when you embark beside one, however, most rivers have at least a light [[aquifer]] on their tile, therefore making it difficult to settle there. Rivers can be used in many ways to help your fort, but if used improperly, will cause mayhem. for more information concerning rivers, see [[river]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== Depth ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[Z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 Z-levels.  A lake three Z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
Looking at water lower than the depth of its surface can reveal things that are swimming around or have fallen into it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. [[Minecart]]s will skip over fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time. [[Minecart]]s will collect fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.{{Bug|3327}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sourced water ===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s, and be aware of how [[pressure]] works, or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
== Flow ==&lt;br /&gt;
{{main|Flow}}&lt;br /&gt;
[[File:water_splash_anim.gif|thumb|478px|right|Cut tree logs falling into water, creating splashes and ripples.]]Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.&lt;br /&gt;
&lt;br /&gt;
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons, or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
=== Salt water ===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|z}} menu and place a water source zone to see how the game shows the pond/pool. If the &amp;quot;Water Source: #&amp;quot; is 0, then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[Health care|patient]] whose [[wound]] is cleaned with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Stagnant water can be purified by the same means as salt water. Also, if clean water (or even salt water) flows into stagnant water, it will convert it to fresh water.{{cite release notes|0.34.09}} Note that water that spawns on the map (such as the output of a screw pump or a dumped bucket) in a tile orthogonally adjacent to a tile of stagnant water, will itself spawn as stagnant water.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a bucket or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one Z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one Z-level will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Contaminants ===&lt;br /&gt;
Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it.  Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.&lt;br /&gt;
&lt;br /&gt;
If a creature walks through contaminated water without [[shoes]], they'll come into contact with contaminants therein{{Verify}}, transferring any contact [[syndrome]]s. However, water contaminants obtained on creatures as a result of this process will not be considered tainted.&lt;br /&gt;
&lt;br /&gt;
Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.&lt;br /&gt;
&lt;br /&gt;
A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving an unhappy thought to the dwarf.&lt;br /&gt;
&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of [[blood]] that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be &amp;lt;strike&amp;gt;the will of Armok&amp;lt;/strike&amp;gt; a bug.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Getting rid of unwanted water ==&lt;br /&gt;
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple &amp;lt;s&amp;gt;and completely foolproof&amp;lt;/s&amp;gt; way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.&lt;br /&gt;
&lt;br /&gt;
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two Z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single Z-level.&lt;br /&gt;
&lt;br /&gt;
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life. or more commonly in Dwarf Fortress: liquid of !!FUN!!]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arel&lt;br /&gt;
| elvish  = alu&lt;br /&gt;
| goblin  = esp&lt;br /&gt;
| human   = thomo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Water]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308449</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308449"/>
		<updated>2025-03-10T00:03:43Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: wikilinks and fun edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]&lt;br /&gt;
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of [[water source]] available, the water is saltwater. [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].&lt;br /&gt;
&lt;br /&gt;
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]], such as '''[[blood]]''', '''ichor''', or '''[[goo]]'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow [[Gravity|falls]] - that is, with deep enough water and short enough falls, if the water is deep enough relative to the height of the fall, creatures can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example).&lt;br /&gt;
&lt;br /&gt;
Objects made of [[wood]], including logs, do not float in water; they sink to the bottom like all other objects. Things that enter or fall into water will make visible splashes and ripples.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
=== Evaporation ===&lt;br /&gt;
In the normal underground [[temperature]] of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids - a single 1/7 water tile will evaporate faster than a large recently-flooded area, or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]), water can evaporate at greater depths -- even at 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by [[floor]]ing over water tiles to make them [[Inside]].&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to [[freeze]] in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will freeze into [[ice]]. However, water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will &amp;lt;s&amp;gt;die&amp;lt;/s&amp;gt; have [[fun]], and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|&amp;quot;water&amp;quot; items]] (much like those hauled in [[bucket]]s) which can't be used for anything.{{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying &amp;quot;Frozen here&amp;quot;.  In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Lakes and rivers ==&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
During world generation, the world will create lakes. Lakes are large bodies of still water (for an embark tile at least). They usually have rivers coming to-and-from the lake, giving and exporting water to the lake. Take note, however when embarking with even a partial part of the river on your embark tile, for there have been accounts of the lake being higher than your embark wagon, therefore flooding half of the embark tile. It is unknown whether or not this is a bug, but due to the circumstantial evidence, it most likely is. for more information on lakes, see [[lake]].&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Rivers are bodies of water created during world-gen, that will flow from their starting point, all the way to either a [[lake]], or the [[ocean]]. Rivers can be extremely useful when you embark beside one, however, most rivers have at least a light [[aquifer]] on their tile, therefore making it difficult to settle there. Rivers can be used in many ways to help your fort, but if used improperly, will cause mayhem. for more information concerning rivers, see [[river]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== Depth ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[Z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 Z-levels.  A lake three Z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
Looking at water lower than the depth of its surface can reveal things that are swimming around or have fallen into it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. [[Minecart]]s will skip over fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time. [[Minecart]]s will collect fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.{{Bug|3327}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sourced water ===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s, and be aware of how [[pressure]] works, or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
== Flow ==&lt;br /&gt;
{{main|Flow}}&lt;br /&gt;
[[File:water_splash_anim.gif|thumb|478px|right|Cut tree logs falling into water, creating splashes and ripples.]]Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.&lt;br /&gt;
&lt;br /&gt;
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons, or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
=== Salt water ===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|z}} menu and place a water source zone to see how the game shows the pond/pool. If the &amp;quot;Water Source: #&amp;quot; is 0, then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[Health care|patient]] whose [[wound]] is cleaned with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Stagnant water can be purified by the same means as salt water. Also, if clean water (or even salt water) flows into stagnant water, it will convert it to fresh water.{{cite release notes|0.34.09}} Note that water that spawns on the map (such as the output of a screw pump or a dumped bucket) in a tile orthogonally adjacent to a tile of stagnant water, will itself spawn as stagnant water.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a bucket or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one Z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one Z-level will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Contaminants ===&lt;br /&gt;
Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it.  Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.&lt;br /&gt;
&lt;br /&gt;
If a creature walks through contaminated water without [[shoes]], they'll come into contact with contaminants therein{{Verify}}, transferring any contact [[syndrome]]s. However, water contaminants obtained on creatures as a result of this process will not be considered tainted.&lt;br /&gt;
&lt;br /&gt;
Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.&lt;br /&gt;
&lt;br /&gt;
A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving an unhappy thought to the dwarf.&lt;br /&gt;
&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of [[blood]] that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be &amp;lt;strike&amp;gt;the will of Armok&amp;lt;/strike&amp;gt; a bug.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Getting rid of unwanted water ==&lt;br /&gt;
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple &amp;lt;s&amp;gt;and completely foolproof&amp;lt;/s&amp;gt; way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.&lt;br /&gt;
&lt;br /&gt;
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two Z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single Z-level.&lt;br /&gt;
&lt;br /&gt;
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life. or more commonly in Dwarf Fortress: liquid of !!FUN!!]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arel&lt;br /&gt;
| elvish  = alu&lt;br /&gt;
| goblin  = esp&lt;br /&gt;
| human   = thomo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Water]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mule&amp;diff=308448</id>
		<title>Mule</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mule&amp;diff=308448"/>
		<updated>2025-03-09T23:36:29Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added info about adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=mule_sprites.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=9&lt;br /&gt;
|hoof=4&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Mules''' are [[domestic animal]]s who are often used as pack animals by [[merchant]]s. All mules are male in ''Dwarf Fortress'', and as such they are unable to breed. For the common dwarven fortress, they are nothing but living [[meat]], and their inability to breed, coupled with the fact that they cannot produce [[milk]] or [[yarn]], like other large herbivores, makes them a poor choice for a [[meat industry]]. They are [[grazer]]s and as such require a [[pasture]] to survive.&lt;br /&gt;
&lt;br /&gt;
Despite their similarities to horses, mules are not ridable [[mount]]s in [[adventure mode]]. (Donkeys are also not ridable mounts.)&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] mules for their ''stubbornness''.&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
In real life, mules are the offspring of a male [[donkey]] (jack) and a female [[horse]] (mare). They are sterile, which the game simulates by making all mules male, though female mules do exist. Interspecies breeding is not yet a feature in ''DF'', so you can't breed mules by crossing a donkey with a horse in-game, which consequently means the only way of acquiring these animals is to bring them on [[embark]], via [[trading]], or from being brought with [[migrants]].&lt;br /&gt;
&lt;br /&gt;
[[File:Juancito.jpg|thumb|400px|center|Admired for its ''stubbornness''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = udler&lt;br /&gt;
| elvish  = efama&lt;br /&gt;
| goblin  = ner&lt;br /&gt;
| human   = tolmo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Donkey&amp;diff=308447</id>
		<title>Donkey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Donkey&amp;diff=308447"/>
		<updated>2025-03-09T23:35:24Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added info about adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=donkey_sprites.png&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1|&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Donkeys''' are a [[domestic animal]] that provide a source of [[milk]] and [[cheese]] in addition to [[meat]]. They are slightly smaller than [[horse]]s and [[cow]]s, but a single donkey can still feed two [[Dwarf|dwarves]] for about a year. They can be obtained on [[embark]] or through [[trading]], and can't be found in the wild. Like other domestic herbivores, they require a [[pasture]] to survive.&lt;br /&gt;
&lt;br /&gt;
Despite their similarities to horses, donkeys are not ridable [[mount]]s in [[adventure mode]]. ([[Mule]]s are also not ridable mounts.)&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] donkeys for their ''stubborness''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Donkey 1 arp 750px.jpg|thumb|400px|center|Admired for its ''stubborness''.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nuggad&lt;br /&gt;
| elvish  = ceriva&lt;br /&gt;
| goblin  = usnog&lt;br /&gt;
| human   = tham&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308446</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308446"/>
		<updated>2025-03-09T23:26:53Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: additional wikilink improvements and copyedits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]&lt;br /&gt;
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of [[water source]] available, the water is saltwater. [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].&lt;br /&gt;
&lt;br /&gt;
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]], such as '''[[blood]]''', '''ichor''', or '''[[goo]]'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow [[Gravity|falls]] - that is, with deep enough water and short enough falls, if the water is deep enough relative to the height of the fall, creatures can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example).&lt;br /&gt;
&lt;br /&gt;
Objects made of [[wood]], including logs, do not float in water; they sink to the bottom like all other objects. Things that enter or fall into water will make visible splashes and ripples.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
=== Evaporation ===&lt;br /&gt;
In the normal underground [[temperature]] of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids - a single 1/7 water tile will evaporate faster than a large recently-flooded area, or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]), water can evaporate at greater depths -- even at 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by [[floor]]ing over water tiles to make them [[Inside]].&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will die, and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|&amp;quot;water&amp;quot; items]] (much like those hauled in [[bucket]]s) which can't be used for anything.{{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying &amp;quot;Frozen here&amp;quot;.  In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Lakes and rivers ==&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
During world generation, the world will create lakes. Lakes are large bodies of still water (for an embark tile at least). They usually have rivers coming to-and-from the lake, giving and exporting water to the lake. Take note, however when embarking with even a partial part of the river on your embark tile, for there have been accounts of the lake being higher than your embark wagon, therefore flooding half of the embark tile. It is unknown whether or not this is a bug, but due to the circumstantial evidence, it most likely is. for more information on lakes, see [[lake]].&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Rivers are bodies of water created during world-gen, that will flow from their starting point, all the way to either a [[lake]], or the [[ocean]]. Rivers can be extremely useful when you embark beside one, however, most rivers have at least a light [[aquifer]] on their tile, therefore making it difficult to settle there. Rivers can be used in many ways to help your fort, but if used improperly, will cause mayhem. for more information concerning rivers, see [[river]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== Depth ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[Z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 Z-levels.  A lake three Z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
Looking at water lower than the depth of its surface can reveal things that are swimming around or have fallen into it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. [[Minecart]]s will skip over fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time. [[Minecart]]s will collect fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.{{Bug|3327}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sourced water ===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s, and be aware of how [[pressure]] works, or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
== Flow ==&lt;br /&gt;
{{main|Flow}}&lt;br /&gt;
[[File:water_splash_anim.gif|thumb|478px|right|Cut tree logs falling into water, creating splashes and ripples.]]Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.&lt;br /&gt;
&lt;br /&gt;
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons, or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
=== Salt water ===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|z}} menu and place a water source zone to see how the game shows the pond/pool. If the &amp;quot;Water Source: #&amp;quot; is 0, then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[Health care|patient]] whose [[wound]] is cleaned with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Stagnant water can be purified by the same means as salt water. Also, if clean water (or even salt water) flows into stagnant water, it will convert it to fresh water.{{cite release notes|0.34.09}} Note that water that spawns on the map (such as the output of a screw pump or a dumped bucket) in a tile orthogonally adjacent to a tile of stagnant water, will itself spawn as stagnant water.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a bucket or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one Z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one Z-level will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Contaminants ===&lt;br /&gt;
Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it.  Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.&lt;br /&gt;
&lt;br /&gt;
If a creature walks through contaminated water without [[shoes]], they'll come into contact with contaminants therein{{Verify}}, transferring any contact [[syndrome]]s. However, water contaminants obtained on creatures as a result of this process will not be considered tainted.&lt;br /&gt;
&lt;br /&gt;
Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.&lt;br /&gt;
&lt;br /&gt;
A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving an unhappy thought to the dwarf.&lt;br /&gt;
&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of [[blood]] that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be &amp;lt;strike&amp;gt;the will of Armok&amp;lt;/strike&amp;gt; a bug.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Getting rid of unwanted water ==&lt;br /&gt;
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple &amp;lt;s&amp;gt;and completely foolproof&amp;lt;/s&amp;gt; way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.&lt;br /&gt;
&lt;br /&gt;
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two Z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single Z-level.&lt;br /&gt;
&lt;br /&gt;
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life. or more commonly in Dwarf Fortress: liquid of !!FUN!!]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arel&lt;br /&gt;
| elvish  = alu&lt;br /&gt;
| goblin  = esp&lt;br /&gt;
| human   = thomo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Water]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308445</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=308445"/>
		<updated>2025-03-09T23:08:14Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: wikilinks and copyedits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]&lt;br /&gt;
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas. Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug. To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of water source available, the water is saltwater. [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].&lt;br /&gt;
&lt;br /&gt;
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]], such as '''[[blood]]''', '''ichor''', or '''[[goo]]'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow [[Gravity|falls]] - that is, with deep enough water and short enough falls, if the water is deep enough relative to the height of the fall, creatures can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example).&lt;br /&gt;
&lt;br /&gt;
Objects made of [[wood]], including logs, do not float in water; they sink to the bottom like all other objects. Things that enter or fall into water will make visible splashes and ripples.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
=== Evaporation ===&lt;br /&gt;
In the normal underground [[temperature]] of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids - a single 1/7 water tile will evaporate faster than a large recently-flooded area, or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]), water can evaporate at greater depths -- even at 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by [[floor]]ing over water tiles to make them [[Inside]].&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will die, and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice. Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|&amp;quot;water&amp;quot; items]] (much like those hauled in [[bucket]]s) which can't be used for anything.{{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying &amp;quot;Frozen here&amp;quot;.  In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Lakes and rivers ==&lt;br /&gt;
=== Lakes ===&lt;br /&gt;
During world generation, the world will create lakes. Lakes are large bodies of still water (for an embark tile at least). They usually have rivers coming to-and-from the lake, giving and exporting water to the lake. Take note, however when embarking with even a partial part of the river on your embark tile, for there have been accounts of the lake being higher than your embark wagon, therefore flooding half of the embark tile. It is unknown whether or not this is a bug, but due to the circumstantial evidence, it most likely is. for more information on lakes, see [[lake]].&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Rivers are bodies of water created during world-gen, that will flow from their starting point, all the way to either a [[lake]], or the [[ocean]]. Rivers can be extremely useful when you embark beside one, however, most rivers have at least a light [[aquifer]] on their tile, therefore making it difficult to settle there. Rivers can be used in many ways to help your fort, but if used improperly, will cause mayhem. for more information concerning rivers, see [[river]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
=== Depth ===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[Z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 Z-levels.  A lake three Z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
Looking at water lower than the depth of its surface can reveal things that are swimming around or have fallen into it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. [[Minecart]]s will skip over fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time. [[Minecart]]s will collect fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.{{Bug|3327}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sourced water ===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s, and be aware of how [[pressure]] works, or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
== Flow ==&lt;br /&gt;
{{main|Flow}}&lt;br /&gt;
[[File:water_splash_anim.gif|thumb|478px|right|Cut tree logs falling into water, creating splashes and ripples.]]Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.&lt;br /&gt;
&lt;br /&gt;
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons, or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
=== Salt water ===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|z}} menu and place a water source zone to see how the game shows the pond/pool. If the &amp;quot;Water Source: #&amp;quot; is 0, then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[Health care|patient]] whose [[wound]] is cleaned with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Stagnant water can be purified by the same means as salt water. Also, if clean water (or even salt water) flows into stagnant water, it will convert it to fresh water.{{cite release notes|0.34.09}} Note that water that spawns on the map (such as the output of a screw pump or a dumped bucket) in a tile orthogonally adjacent to a tile of stagnant water, will itself spawn as stagnant water.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one Z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one Z-level will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Contaminants ===&lt;br /&gt;
Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it.  Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.&lt;br /&gt;
&lt;br /&gt;
If a creature walks through contaminated water without [[shoes]], they'll come into contact with contaminants therein{{Verify}}, transferring any contact [[syndrome]]s. Water contaminants obtained on creature as a result of this will not be considered tainted, however.&lt;br /&gt;
&lt;br /&gt;
Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.&lt;br /&gt;
&lt;br /&gt;
A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving an unhappy thought to the dwarf.&lt;br /&gt;
&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of [[blood]] that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be &amp;lt;strike&amp;gt;the will of Armok&amp;lt;/strike&amp;gt; a bug.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Getting rid of unwanted water ==&lt;br /&gt;
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple &amp;lt;s&amp;gt;and completely foolproof&amp;lt;/s&amp;gt; way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.&lt;br /&gt;
&lt;br /&gt;
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two Z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single Z-level.&lt;br /&gt;
&lt;br /&gt;
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life. or more commonly in Dwarf Fortress: liquid of !!FUN!!]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arel&lt;br /&gt;
| elvish  = alu&lt;br /&gt;
| goblin  = esp&lt;br /&gt;
| human   = thomo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Water]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Freeze&amp;diff=308444</id>
		<title>Freeze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Freeze&amp;diff=308444"/>
		<updated>2025-03-09T22:54:37Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: created redirect page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Freezing]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom&amp;diff=308443</id>
		<title>User:CWillBloom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom&amp;diff=308443"/>
		<updated>2025-03-09T22:45:51Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Stupid dwarf trick]]&lt;br /&gt;
&lt;br /&gt;
[[Groom]]&lt;br /&gt;
&lt;br /&gt;
[[Freeze]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Millstone&amp;diff=308438</id>
		<title>Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Millstone&amp;diff=308438"/>
		<updated>2025-03-09T17:11:54Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: converted section titles to sentence case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{V50 machine|name=Millstone|key=n|job=[[Miller|Milling]]&lt;br /&gt;
|icon=[[File:millstone_icon.png]]&lt;br /&gt;
&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Furniture|Millstone]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Quarry bush|Rock nut]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
* An empty [[bag]]&lt;br /&gt;
* Cloth [[plant]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Flour|Dwarven wheat flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Flour|Longland flour]]&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Slurry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plants]] to make [[sugar]], [[flour]], [[dye]], and [[slurry]]. Each [[milling]] job requires an empty [[bag]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]] that supplies it with 10 power units. If none is available, a [[quern]] can be used instead, although millstones process plants much faster than querns. Before they can be placed as a building, you must first construct the millstone at a [[Stoneworker's workshop]].&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A millstone can be placed in a hanging state, however, it will not actually be constructed as the builder needs to be able to stand on the square on which it is being built. Because of this, a millstone must be powered from above or from the side, not from below in order to be able to complete construction.&lt;br /&gt;
&lt;br /&gt;
Ensuring the exclusive milling of certain plants (to, say, produce only dye, not flour) is quite cumbersome. It  requires a stockpile that only allows these plants and setting it to give to the millstone, as it provides no menu to specify what to mill. If you don't set a custom stockpile, the miller will pick the closest random plant, with the usual, occasionally surprising, definition of closest. You also need something like a furniture stockpile that allows only bags, setting that to 'giving' to the millstone too. Deactivate wood, stone and metal as material to avoid it being cluttered with coffers. You still have to ensure somehow that the plants arrive at the right stockpile, for example by not allowing them on any other. Once you got this working repeat for every other plant you want to mill, either switching the 'give' orders every time or setting up a separate millstone for every plant/plant combination.&lt;br /&gt;
&lt;br /&gt;
For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, to preserve what little sanity a DF player has left, just forbid all millable plants you don't want milled (for example from the [[stocks]] menu) and (re-)claim them once the milling job is done.&lt;br /&gt;
&lt;br /&gt;
[[File:De re metallica 1556-164.png| thumb| Silly humans using a mechanically powered millstone to grind stuff.]]&lt;br /&gt;
&lt;br /&gt;
==An example setup==&lt;br /&gt;
As it is most efficient to set up workshops near their materials sources, usually by putting stockpiles next to them, it's common for millstones to be set up near farm plots.  Putting a millstone just under the surface lets it be powered by a windmill on the surface, like so:&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side view'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.&lt;br /&gt;
&lt;br /&gt;
When building a vertically powered millstone, build the components from the bottom up. First place the millstone, then place the vertical axles above the millstone, then place the windmill last.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
==Millable plants==&lt;br /&gt;
[[Sweet pod]]s can be milled into [[dwarven sugar]].&lt;br /&gt;
&lt;br /&gt;
Other millable plants are listed below.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Crop type&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|Underground&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|Aboveground&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|Aboveground&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|Aboveground&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Soft wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Hard wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Spelt|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Barley|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Buckwheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Oats|tile=τ|colour=2:0|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Sorghum|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Rice|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Maize|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Quinoa|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Kaniwa|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Blood amaranth|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Purple amaranth|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Pearl millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=White millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Finger millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Foxtail millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Fonio|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Teff|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Flax|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Hemp|tile=τ|colour=2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will occasionally combine two separate mill products in the same bag.{{bug|4371}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Farming Workshops}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Martial_trance&amp;diff=308436</id>
		<title>Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Martial_trance&amp;diff=308436"/>
		<updated>2025-03-09T16:53:22Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added wikilink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:martial_status_icon_preview.png|right]]&lt;br /&gt;
[[File:Announce martial icon.png]]&lt;br /&gt;
[[Dwarves]] enter a '''martial trance''' when [[Combat|fighting]] multiple enemies at once. The trance offers a boost to the dwarf's abilities – a dwarf in a martial trance has a significantly increased chance of blocking or parrying an attack, and is more likely to hit their opponent. However, it does not give a direct damage bonus like '''enraged'''. The [[status icon]] for a dwarf in a trance is {{Tile|!|2:1}} which will flash over their [[Status icon|icon]]. A dwarf also appears to occasionally enter a trance even when not fighting, though this behavior is rare and may be a bug.&lt;br /&gt;
&lt;br /&gt;
Dwarves are the only creatures which enter martial trances without [[modding]]. The RAW tag which determines this is {{token|TRANCES}}. A dwarven adventurer may also enter a martial trance in [[adventurer mode]]. Fresh recruits can, when pressed to fight, go into a martial trance as well.&lt;br /&gt;
&lt;br /&gt;
This is also a great way to dispose of [[Bogeyman|bogeymen]] in adventurer mode, as you can dodge most of their attacks, and most of your attacks will land successfully, regardless of the difficulty of the shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Champions.png|150px|thumb|center|The aftermath of a dwarf in martial trance.]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Martial_trance]]&lt;br /&gt;
[[zh:Martial trance]]&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Martial_trance&amp;diff=308435</id>
		<title>Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Martial_trance&amp;diff=308435"/>
		<updated>2025-03-09T16:52:38Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added paragraph break&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:martial_status_icon_preview.png|right]]&lt;br /&gt;
[[File:Announce martial icon.png]]&lt;br /&gt;
[[Dwarves]] enter a '''martial trance''' when fighting multiple enemies at once. The trance offers a boost to the dwarf's abilities – a dwarf in a martial trance has a significantly increased chance of blocking or parrying an attack, and is more likely to hit their opponent. However, it does not give a direct damage bonus like '''enraged'''. The [[status icon]] for a dwarf in a trance is {{Tile|!|2:1}} which will flash over their [[Status icon|icon]]. A dwarf also appears to occasionally enter a trance even when not fighting, though this behavior is rare and may be a bug.&lt;br /&gt;
&lt;br /&gt;
Dwarves are the only creatures which enter martial trances without [[modding]]. The RAW tag which determines this is {{token|TRANCES}}. A dwarven adventurer may also enter a martial trance in [[adventurer mode]]. Fresh recruits can, when pressed to fight, go into a martial trance as well.&lt;br /&gt;
&lt;br /&gt;
This is also a great way to dispose of [[Bogeyman|bogeymen]] in adventurer mode, as you can dodge most of their attacks, and most of your attacks will land successfully, regardless of the difficulty of the shot.&lt;br /&gt;
&lt;br /&gt;
[[Image:Champions.png|150px|thumb|center|The aftermath of a dwarf in martial trance.]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Martial_trance]]&lt;br /&gt;
[[zh:Martial trance]]&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Swimming_pool&amp;diff=308434</id>
		<title>Swimming pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Swimming_pool&amp;diff=308434"/>
		<updated>2025-03-09T16:44:27Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: wikilinks and copyedits for grammar/flow/clarity&lt;/p&gt;
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A [[swimming pool]] is a chamber filled with less than 7/7 deep [[water]]. Its design can be similar to that of a [[drowning chamber]], except you want to use it on your own dwarves - to teach them to [[Swimmer|swim]].&lt;br /&gt;
&lt;br /&gt;
A dwarf in the water will gain the ability to swim very fast - sadly, not fast enough to prevent death from [[drowning]]. While water with a depth of 7/7 is deadly for non-swimmers, you can safely use water at depths from 4/7 to 6/7 to teach dwarves how to swim without risk of drowning. The speed of learning is independent of the depth, but water with a depth of less than 4/7 is not deep enough to make a dwarf swim, and therefore learn anything.&lt;br /&gt;
&lt;br /&gt;
Training your dwarves just requires a place of constant or temporary 4/7 to 6/7 depth water. [[Military]] orders or making rooms a [[meeting hall]] will not entice dwarves into the water, so you may need to prevent them from leaving an area (by [[Door#usage|locking the door]], for example) and then fill the area with the required amount of water, or dump them in from above using a [[bridge|retracting bridge]].&lt;br /&gt;
&lt;br /&gt;
Swimming, since it involves no activity, can be potentially useful to train weaker, disabled or injured dwarves, whose conditions might go away or become manageable with an [[attribute]] boost to strength, endurance, willpower, etc.&lt;br /&gt;
&lt;br /&gt;
A fully automated method to train idlers is to use water flowing over a 1-[[Z-level]] drop, with a 1-wide meeting zone at the top of the ledge, and a swimming pool at the bottom. Idlers will go to the meeting zone, be swept over the side into the pool and swim to the [[ramp]], and repeat this for as long as they are idle. The meeting zone must have a low enough rate of flow that it has unsubmerged tiles, so dwarves voluntarily move into it. This can be accomplished with tricks like restricting flow through diagonal passages (see [[Pressure]] for details).  Be aware that in recent versions, dwarves can now suffer injuries more easily when [[gravity|falling]], so this method can cause serious &amp;lt;strike&amp;gt;harm&amp;lt;/strike&amp;gt; [[fun]] when the dwarves are washed over the edge. Constructing the landing zone out of [[density|lighter]] materials will help prevent serious complications.&lt;br /&gt;
&lt;br /&gt;
 Diagram of the 'fully automated' configuration described above:&lt;br /&gt;
 &lt;br /&gt;
  &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;....&amp;lt;/font&amp;gt;	- (pool continues as desired)&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;║  - depth 4-6 swimming pool on Z-1&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;+++▲&amp;lt;/font&amp;gt;║  - dropoff / entrance ramp from above&lt;br /&gt;
 ║&amp;lt;font color=&amp;quot;#33CCFF&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/font&amp;gt;║	- meeting hall, depth 0-3&lt;br /&gt;
 ╚╗&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;╔═╝&lt;br /&gt;
  ║&amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;║	- screw pump (S-&amp;gt;N)&lt;br /&gt;
  ║.║    - limited pump source (e.g. depth ~4-per-tick tile on Z-1)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
 Not pictured: exit from the swimming pool, preferably close to the entrance ramp to minimize delays in training.&lt;br /&gt;
&lt;br /&gt;
===Minecart training===&lt;br /&gt;
With the addition of [[minecart]]s, a safe, automated swimming experience can be almost guaranteed. Originally, the design involved hauling dwarves down into a [[pond]] and forcing them to swim back out.[http://www.bay12forums.com/smf/index.php?topic=129889.0] However, it was discovered that dwarves gain swimming skill while simply riding in the minecart. A simple loop [[track]] which descends 1 Z-level into a pool of water then climbs back out will train your dwarves quickly and conveniently. It is advisable to ensure your pond has a uniform depth, because fluid [[flow]] can interfere with the minecart and may even knock it off-track; see [[Minecart logic]] for details. A depth of 4/7 or 5/7 is ideal. Note that water will slow the minecart considerably; if you use impulse ramps instead of rollers, you'll want one [[Minecart#Impulse_ramps|impulse ramp]] after roughly 10 tiles of 4/7 water.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
            z                          z+1&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░░   ░░░░░░░░░░░░░░░░░░░░░░░░ &lt;br /&gt;
 ░╔══▲══════════▲══════╗░   ░                      ░ &lt;br /&gt;
 ░║░░░░░░░░░░░░░░░░░░░░║░   ░ ░░░░░░░░░░░░░░░░░░░░ ░ &lt;br /&gt;
 ░╚════▲═══▲░░░▲══════▲╝░   ░         ▼╗+╞▼        ░ &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░░   ░░░░░░░░░░░║^░░░░░░░░░░░ &lt;br /&gt;
           ░+░                        ░H+░           &lt;br /&gt;
           ░+░                        ░░+░           &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
&lt;br /&gt;
# Carve the tracks and add impulse ramps (shown) or rollers on level z. &lt;br /&gt;
# Optionally, add [[statue]]s or other buildings along the tracks for your dwarves to [[thought|admire]]. (Make sure to leave the corner walls intact).&lt;br /&gt;
# Fill the track section on layer z with 4/7 water. &lt;br /&gt;
# Link the [[pressure plate]] '^' to the [[hatch cover]] 'H' (this is necessary to automatically dispose of [[wear|worn]] clothing that dwarves drop at the end of the ride).&lt;br /&gt;
# Set stop 1 to ride down the ramp to the east immediately/always.&lt;br /&gt;
# Assign a minecart to the route (wooden minecarts are recommended in case of collisions).&lt;br /&gt;
# Dwarves with the &amp;quot;Push/Haul Vehicles&amp;quot; [[labor]] enabled will now automatically train swimming.&lt;br /&gt;
&lt;br /&gt;
[[ru:Swimming pool]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Minecart_logic&amp;diff=308433</id>
		<title>Minecart logic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Minecart_logic&amp;diff=308433"/>
		<updated>2025-03-09T16:43:29Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: added wikilinks and converted section headers to follow Wikipedia MOS (sentence case, no wikilinks in headers)&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Computing}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The addition of [[minecart]]s to Dwarf Fortress has opened up new and exciting logic and computing options for the ambitious [[Dwarf fortress mode|fortress]] manager. Minecart-based logic gates and memory cells are easy to build, quick to react, and can even be built without power, water, or creatures. The training your [[doctor]]s will receive is just one of many reasons to compute with minecarts!&lt;br /&gt;
&lt;br /&gt;
== Techniques and Circuits ==&lt;br /&gt;
There exist a great number of different techniques by which a minecart can receive input, compute, and deliver output.  This article does not aim for a comprehensive list of techniques and circuits; the interested reader is encouraged to investigate further.  The following examples were chosen to demonstrate both a variety of techniques and a few commonly used gates.&lt;br /&gt;
&lt;br /&gt;
==== Key ====&lt;br /&gt;
Adequately diagramming minecart logic devices can be difficult; each tile on each z-level might need to display up to four slices (track, [[ramp]], [[furniture]], minecart) that can lay on top of each other.  Ramps are displayed on the furniture layer for the sake of simplicity, and some slices may be omitted when unnecessary.  Components of each lower slice are displayed on the higher slice when unchanged by new components to give the reader a sense of position.  Wall {{Raw Tile|O|#FFF|#000}} is typically displayed only where it is essential to the operation of the circuit, and drawn only as sequences of pillars to avoid confusion with track.  Unengraved floor {{Raw Tile|,|#FFF|#000}} is sometimes needed for other components, but of course can be smoothed as desired.  Track direction is laid out with {{Raw Tile|║|#FFF|#000}}{{Raw Tile|═|#FFF|#000}}{{Raw Tile|╗|#FFF|#000}}{{Raw Tile|╝|#FFF|#000}}{{Raw Tile|╚|#FFF|#000}}{{Raw Tile|╔|#FFF|#000}}{{Raw Tile|╩|#FFF|#000}} and ends in a tile with {{Raw Tile|╨|#FFF|#000}}{{Raw Tile|╥|#FFF|#000}}{{Raw Tile|╡|#FFF|#000}}{{Raw Tile|╞|#FFF|#000}}.  Minecarts {{Raw Tile|■|#FFF|#000}} are accelerated by rollers to the east {{Raw Tile|╟|#FFF|#000}} west {{Raw Tile|╢|#FFF|#000}} north {{Raw Tile|╧|#FFF|#000}} or south {{Raw Tile|╤|#FFF|#000}} and decelerated by track stops {{Raw Tile|≡|#FFF|#000}}.  Rollers are controlled via [[Gear_assembly|gear assemblies]], either engaged {{Raw Tile|☼|#FFF|#000}} or disengaged {{Raw Tile|☼|#777|#000}}, typically connected to sufficient [[power]] {{Raw Tile|P|#0F0|#000}}.  [[Pressure plate]]s {{Raw Tile|^|#FFF|#000}} provide output and, in some cases, modulate the circuit itself.  Up {{Raw Tile|▲|#FFF|#000}} and down {{Raw Tile|▼|#FFF|#000}} ramps may be necessary to travel z-levels or alter minecart velocity; they may be roofed or covered with empty space {{Raw Tile|.|#0FF|#000}} in some views.  [[Hatch]]es {{Raw Tile|¢|#FFF|#000}} and retractable [[bridge]]s {{Raw Tile|╬|#000|#CCC}} are commonly used to control the path of minecarts.  Where necessary, clarification can be found in the descriptions of each circuit.&lt;br /&gt;
&lt;br /&gt;
=== Power to signal ===&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
  O       O&lt;br /&gt;
  ╥,      ╤☼&lt;br /&gt;
  ║       [#F0F]^[#0F0]P&lt;br /&gt;
  ╨,      ╧☼&lt;br /&gt;
  O       O&lt;br /&gt;
track furniture}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this, the simplest of all designs, the output plate sends an '''on''' signal when the gear assemblies {{Raw Tile|☼|#FFF|#000}} are powered {{Raw Tile|P|#0F0|#000}}.  When power is lost, the minecart settles onto either the northern or southern roller spaces, and the output plate sends an '''off''' signal.&lt;br /&gt;
 &lt;br /&gt;
This device is very general purpose.  Left as an exercise for the reader, alternate construction can result in edge detection or in a [[repeater]] design.&lt;br /&gt;
&lt;br /&gt;
=== Newton's Cradle Memory ===&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
  O       O        O&lt;br /&gt;
  ╥,      ╤[#0C0]☼[#0F0]P      [#000][#0f0]■[#0C0]☼[#0F0]P&lt;br /&gt;
  ║       ║        ║&lt;br /&gt;
  ║       [#F0F]^        [#000][#ff0]■&lt;br /&gt;
  ╨,      ╧[#CC0]☼[#0F0]P      ╧[#CC0]☼[#0F0]P&lt;br /&gt;
  O       O        O&lt;br /&gt;
track furniture minecart}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:TinyPirate|TinyPirate]]'s Newton's Cradle [[Memory_(computing)|memory]] cell is notable both for its small footprint and for demonstrating an important principle of minecarts.  When the northern gear assembly {{Raw Tile|☼|#0C0|#000}} is briefly engaged, the northern roller {{Raw Tile|╤|#FFF|#000}} becomes powered, launching the northern minecart {{Raw Tile|■|#000|#0F0}} into the southern minecart {{Raw Tile|■|#000|#FF0}}. The southern minecart then leaves the output plate {{Raw Tile|^|#F0F|#000}} and settles on the southern (unpowered) roller.  When the southern gear assembly is briefly engaged, the situation reverses: the southern minecart settles on the output plate, knocking the northern minecart onto the northern (unpowered) roller-- as in its original state.&lt;br /&gt;
&lt;br /&gt;
=== Continuous roller OR ===&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ╔═╗═╗   ╔═╗═╗&lt;br /&gt;
 ║ ║O║   ║ [#F0F]^O║&lt;br /&gt;
 ║ ║O║   ╤[#0F0]☼╧O║&lt;br /&gt;
 ║ ║O║  [#0F0]P╤[#FF0]☼╧O║&lt;br /&gt;
 ╚═╩═╝   ╚═╧═╝&lt;br /&gt;
track   furniture}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=114923.msg3891809#msg3891809 Veylon's] roller OR continuously evaluates two operands via a minecart traveling counter-clockwise using principles of power transmission through single tile rollers.  Should either input {{Raw Tile|☼|#0F0|#000}} or {{Raw Tile|☼|#FF0|#000}} be engaged, power {{Raw Tile|P|#0F0|#000}} is transmitted to the southernmost, S-&amp;gt;N roller {{Raw Tile|╧|#FFF|#000}}.  Although the minecart is left with diagonal velocity, walls prevent derailment.  When neither input is engaged, the minecart continues over the T-junction to the east, missing the output plate {{Raw Tile|^|#F0F|#000}}.&lt;br /&gt;
&lt;br /&gt;
=== Roller switched AND ===&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
   ║       ║&lt;br /&gt;
   ╔╗     [#0F0]P[#0F0]╧╗&lt;br /&gt;
   ║║      ║║&lt;br /&gt;
   ╔╗     [#0F0]P[#FF0]╧╗&lt;br /&gt;
   ║║      [#F0F]^║&lt;br /&gt;
   ╚╗      ╚╗&lt;br /&gt;
track   furniture}}&lt;br /&gt;
[[User:Larix|Larix]]'s roller-switched AND takes advantage of the behavior of rollers to avoid troublesome diagonal velocity.  It is potentially confusing both for the counter-intuitive direction of its rollers as well as the way that rollers respond to signals.  When the minecart encounters either activated (that is, the last signal received was an '''off''') S-&amp;gt;N roller {{Raw Tile|╧|#FF0|#000}} or {{Raw Tile|╧|#0F0|#000}}, its velocity is completely rewritten and reversed, sending it onto the alternate (clockwise) path.  Should neither roller be activated (that is, the last signal received by both was an '''on'''), the track bends will be ignored and the minecart will travel directly south, over the output plate {{Raw Tile|^|#F0F|#000}}.&lt;br /&gt;
&lt;br /&gt;
=== Resetting bridge-derailment AND ===&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 O[#0FF].═[#0FF].  O▼═▼   O[#FF0]¢═▼&lt;br /&gt;
      &lt;br /&gt;
      &lt;br /&gt;
      &lt;br /&gt;
track  ramp  furniture&lt;br /&gt;
z+1&lt;br /&gt;
     O     O      O&lt;br /&gt;
 O╔O╗  O▲O▲   O▲O▲&lt;br /&gt;
  ╚═╚O  ╚═▲O   [#0f0]╬[#F0F]^▲O&lt;br /&gt;
  ╚═╝   ╚═╝    ╚═╝&lt;br /&gt;
track  ramp  furniture&lt;br /&gt;
z+0}}&lt;br /&gt;
&lt;br /&gt;
Walls to the east of the gate are for preventing derailment of minecart. &lt;br /&gt;
&lt;br /&gt;
When both the yellow hatch {{Raw Tile|¢|#FF0|#000}} and the green retractable bridge {{Raw Tile|╬|#000|#0F0}} are open, minecarts on this circuit make a continuous loop, triggering the output plate {{Raw Tile|^|#F0F|#000}}.  If either is closed, the plate is never activated.  If the bridge is closed, the minecart derails to the southern path, avoiding the plate.  If the hatch is closed, the minecart is unable to drop into the northwest ramp, and so sits on the upper, northwestern tile until the hatch opens.&lt;br /&gt;
&lt;br /&gt;
There are many concerns when using a gate like this.  Minecarts can be flung when a bridge changes state underneath them (if this happens, minecart seem to gain speed at random direction which can derail or slow down or even stop the minecart), and unfortunately, hatch covers cannot provide the same derailment effect on flat track.  Additionally, because your minecart never evaluates both operands at exactly the same moment, it's possible for this gate to output when neither operand is actually true (i.e., last received an '''on''' signal) at the same moment (it's usually not a very big trouble though, as the delay between minecart stepping on hatch and bridge is around 8 steps).&lt;br /&gt;
&lt;br /&gt;
It's not always a problem, but this behavior is common to AND gates.  Paradoxically, one solution is to moderate your inputs via an extra AND gate; this design shows how that can be done.  When a large number of circuits such as that shown are created and the hatches of all of them are linked to a single lever, a quick flick (on and off) of that lever can guarantee that all of your circuits fire at the same time-- that is, that all of your inputs for the next computation change state simultaneously.  The minecarts then return to their position atop the hatches, ready for another flick of your clock lever.&lt;br /&gt;
&lt;br /&gt;
Worth noting, as well, is the central eastern impulse ramp that allows the minecart to maintain enough velocity to complete this circuit.  Impulse ramps like this can be used to make unpowered gates.  However, their behavior is unintuitive, and they should only be used with extreme caution.&lt;br /&gt;
&lt;br /&gt;
=== MPL NOT ===&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 &lt;br /&gt;
O,       O,&lt;br /&gt;
track    ramp&lt;br /&gt;
z+2&lt;br /&gt;
   ╔═╗      ╔═╗      ╔═╗&lt;br /&gt;
O══[#0FF].[#0FF].╝   O▲═▼▼╝   O▲[#F0F]^▼[#0F0]¢╝&lt;br /&gt;
track    ramp   furniture&lt;br /&gt;
z+1&lt;br /&gt;
 &lt;br /&gt;
OOO══O   OOO▲▲O&lt;br /&gt;
track    ramp&lt;br /&gt;
z+0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Larix's [[User:Larix/MPL/2|powerless logic gates]] avoid the reliability and latency issues that plague many minecart designs through the use of paired impulse ramps and hatches that control not just path, but direction of movement.  A minecart traveling the pictured circuit while the input hatch {{Raw Tile|¢|#0F0|#000}} is open will settle into a counter-clockwise path, regardless of the direction of its initial velocity.  Yet when the hatch becomes closed, the minecart cannot travel counter-clockwise, but instead is accelerated in the clockwise direction, onto the output plate {{Raw Tile|^|#F0F|#000}}.  It will then oscillate between the far east and far west ramps until the hatch is opened, at which point it will resume counter-clockwise motion.&lt;br /&gt;
&lt;br /&gt;
Use of ramps with high-velocity minecarts may necessitate ceilings as demonstrated on z+2.  The exact nature of the ceiling (floor, wall) is unimportant.  Some diagrammed walls are unnecessary for the design and are drawn to help the reader in orientation.&lt;br /&gt;
&lt;br /&gt;
=== Other techniques and gates ===&lt;br /&gt;
Any logic gate can be made with a combination of those shown.  NAND, for instance, is NOT AND; XOR is OR AND (NOT AND).  Clocks and edge detection are suggested and proven designs exist, if not on this page.  But the examples above were chosen for the disparate techniques they demonstrate.  The interested reader is encouraged to further research, or the design of his or her own gates.&lt;br /&gt;
&lt;br /&gt;
Doors can be used to block the travel of a minecart through a circuit, or to prevent derailment, although for reliability's sake, care needs to be taken that the door cannot change state while the minecart is in motion, or it may jam on top of the minecart.  [[Floodgate]]s won't jam in this fashion, although they do introduce some latency.  Minecarts of multiple weights, with pressure plates that trigger only on the weight of one, may be used in certain designs; Bloodbeard's fantastically tiny [http://www.bay12forums.com/smf/index.php?topic=114923.msg3532411#msg3532411 load-adjusted memory cell] is a good example.  Rollers can be used perpendicularly to a track to derail a cart and impart diagonal velocity.  Switchable track stops can prevent or permit derailment.  The possibilities are far from exhausted-- and that's assuming one is only interested in ''practical'' techniques.&lt;br /&gt;
&lt;br /&gt;
== Integration with other disciplines ==&lt;br /&gt;
There's no reason minecart logic needs to be used in isolation. Combining it with other logical disciplines allows one to use each where it is strong, and avoid each where it is weak.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical logic ===&lt;br /&gt;
This is the most obvious choice. [[Mechanical logic]] offers the potential for incredible speed, yet requires a medium to generate useful signals or to create delay (hence, to create repeaters), and it's hard to use gear assemblies as memory cells. Minecart logic excels at precisely these tasks. Minecart-based power-to-signal and memory are tiny and fast. Minecart-based delay is precisely tunable. The superiority of minecart logic has made water obsolete for these purposes.&lt;br /&gt;
&lt;br /&gt;
=== Creature logic ===&lt;br /&gt;
Minecart logic, particularly Larix's powerless MPL logic, has replaced [[creature logic]] as the logic-of-last-resort (for when power and fluid are unavailable) or first-resort (for when computation is desired before power can be set up or fluid accessed). However, for the borg logic hobbyist, integration with minecarts suggests interesting possibilities. It is difficult to imagine a simpler clock than a minecart with a &amp;quot;push always after x days&amp;quot; condition, and guided minecarts offer unprecedented control over the path of [[dwarf|dwarves]].&lt;br /&gt;
&lt;br /&gt;
=== Fluid logic ===&lt;br /&gt;
Minecart logic outperforms [[fluid logic]] sufficiently to have mostly replaced it. However, the problem of automated fluid delivery may be best solved through some fluid logic techniques, and may suggest some [[stupid dwarf trick]]s for those that want to use the fluid capacity of minecarts to compute.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* BloodBeard's [http://www.bay12forums.com/smf/index.php?topic=114923.0 Minecart Dwarfputing Ideas] thread.&lt;br /&gt;
* TinyPirate's [http://youtu.be/qgfDPZbdI0A Minecart Logic 101] instructional video.&lt;br /&gt;
* [[User:Larix/MPL|Powerless logic]] based on hatch-switched minecarts. [[User:Larix/MPL/2|Logic gates]] built under this design doctrine.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Computing}}&lt;br /&gt;
{{Category|Logic}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart_logic]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CWillBloom&amp;diff=308425</id>
		<title>User:CWillBloom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CWillBloom&amp;diff=308425"/>
		<updated>2025-03-09T16:28:21Z</updated>

		<summary type="html">&lt;p&gt;CWillBloom: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Stupid dwarf trick]]&lt;br /&gt;
[[Groom]]&lt;/div&gt;</summary>
		<author><name>CWillBloom</name></author>
	</entry>
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