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		<id>https://dwarffortresswiki.org/index.php?title=Repeater&amp;diff=259002</id>
		<title>Repeater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Repeater&amp;diff=259002"/>
		<updated>2021-09-03T05:45:08Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Add missing open paren&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:56, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Computing}}&lt;br /&gt;
In ''Dwarf Fortress''*, a '''repeater''' is a device which creates a cyclic pattern of on and off signals. The simplest repeater design is a [[dwarf]] pulling a [[lever]] on [[repeat]]. However, numerous fully-automated designs are possible which can be made to operate at varying rates and linked to other systems for precise timing. Most repeaters use [[minecart]]s, fluids, or creatures to trigger [[pressure plate]]s cyclically.&lt;br /&gt;
&lt;br /&gt;
As a general warning, always have a way to turn off the repeater, and/or allow your dwarves later access for repairs or modifications.&lt;br /&gt;
&lt;br /&gt;
: (* In almost any other context, especially engineering or &amp;quot;technical&amp;quot; discussions, the term &amp;quot;repeater&amp;quot; refers to a signal re-transmitter, and what this article describes is generally called an &amp;quot;oscillator&amp;quot; or &amp;quot;clock generator&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
===Lever repeater===&lt;br /&gt;
A lever with a pull job on repeat provides the simplest repeating cycle. After taking the first job, one dwarf will typically continue to pull the lever until becoming [[Food|hungry]], thirsty, or tired, at which point another dwarf will take over. A lever repeater is generally fast (less than 100 ticks per cycle), with varying lengths of inactivity as dwarves switch out. Unfortunately, the cycle length cannot be modified, nor can the repeater be synchronized with other systems. The occasional periods of inactivity can also prove problematic in critical applications, though a [[vampire]] can be significantly more reliable than a group of living dwarves.&lt;br /&gt;
&lt;br /&gt;
===Traffic repeater===&lt;br /&gt;
For low-priority tasks, a civilian-triggered [[pressure plate]] built in a hallway of the fortress can provide a simple oscillating signal automatically. The signal from such a repeater varies widely, though it can be adjusted somewhat by choosing hallways with more or less traffic. The lack of precision means that traffic repeaters are best utilized where a task needs to occur occasionally, but the timing is unimportant (such as triggering an [[atom smasher]] at the bottom of a garbage chute).&lt;br /&gt;
&lt;br /&gt;
===Wave repeater===&lt;br /&gt;
A wave repeater is simply a wave traveling through a channel containing a pressure plate, as described in this [http://www.bay12forums.com/smf/index.php?topic=68659.0 forum post].&lt;br /&gt;
&amp;lt;diagram fg=7:0&amp;gt;&lt;br /&gt;
╔══════╗   ╔══════╗&lt;br /&gt;
║[#F0F]^[#].....║--&amp;gt;║[#0FF]777776[#]║&lt;br /&gt;
╚══════╝   ╚══════╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A single 6/7 water tile flows through the channel, occasionally triggering a pressure plate set to trigger on 0-6/7 water.  To get the right amount of water in it, it's simplest to fill it all the way, then designate it as a [[Activity_zone#Water_source|water source]] (and perhaps another location as a [[Activity_zone#Pit/pond|pond]]) until a dwarf takes away a single [[bucket]] full of water.&lt;br /&gt;
&lt;br /&gt;
As designed (5 tiles of non-triggering water, 1 tile of triggering water), this setup triggers rapidly, on par with the repeaters described below.  Counter-intuitively, making it smaller or removing more water slows the action of the repeater because the pressure plate never gets a chance to recover from triggering, which takes 100 ticks. Unfortunately, liquids behave semi-randomly, which means the period of this repeater can vary, making it unsuitable for fine timing applications.&lt;br /&gt;
&lt;br /&gt;
Note about pond/pit filling the repeater.  Pond/pits can only be filled to 6/7 so you will need to set the pressure plate accordingly to trigger on 0-5/7.&lt;br /&gt;
&lt;br /&gt;
It's possible to make a design that can be easily started and stopped, even one that conserves water, but such systems are complex, when the beauty of this design is its simplicity.  If it needs to be stopped for maintenance, one is probably best off simply dropping another bucket of water in it.&lt;br /&gt;
&lt;br /&gt;
===Fluid logic repeater===&lt;br /&gt;
The traditional repeater design is probably this [[fluid logic|fluid]]-based one (described on the [http://www.bay12forums.com/smf/index.php?topic=33563.msg495183#msg495183 forum] by [http://www.bay12forums.com/smf/index.php?action=profile;u=16168 AncientEnemy]):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt; [#1:1]≈≈≈≈≈[#]  - infinite source of water&lt;br /&gt;
 ═╗[#1:1]≈[#]╔═  - wall to channel out after construction&lt;br /&gt;
  ╠[#7:0][@7:1]X[@#]╣   - shutoff floodgate (linked to exterior lever)&lt;br /&gt;
  ║#║   - 1-tile drawbridge (linked to pressure plate)&lt;br /&gt;
  ║[#5:1]^[#]┼   - pressure plate (set to 7-7 water), and access door &lt;br /&gt;
  ╠[#7:0][@7:1]X[@#]╣   - floodgate (linked to pressure plate)&lt;br /&gt;
  ╚═╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So long as the shutoff [[floodgate]] isn't closed, [[water]] from an infinite source flows on to the pressure plate, causing the raising [[bridge]] to block access to the water source and destroy water in the circuit, while the opening of the southern floodgate compensates for the space taken up by this bridge.  This water destruction mechanic means that, unlike many fluid logic circuits, this repeater needs no drainage.  The single pressure plate works both to regulate the repeater, and as output.&lt;br /&gt;
&lt;br /&gt;
This repeater toggles fairly slowly, about once every 300 steps, making it suitable for operating repeating bridges, floodgates, and [[Trap#Upright Spear/Spike|upright spikes]].   Off signals tend to follow on signals about 200 ticks later.  As an added bonus, the southern wall can be removed and connected to a [[reservoir|cistern]] whose water level will be automatically maintained at a level between 3 and 4 deep-- perfect for [[swimmer|swimming]]!&lt;br /&gt;
&lt;br /&gt;
For an alternate water-based repeater, consider the design at [[User:SL/Logic_Gates#Repeater]] which demonstrates a two level, hybrid repeater.&lt;br /&gt;
&lt;br /&gt;
===Goblin repeater===&lt;br /&gt;
Designs based on [[creature logic]] are also possible.  The following example is compact, reliable, and fairly predictable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
   ╔═╗  &lt;br /&gt;
═══╝[#FF0]¢[#]╚══&lt;br /&gt;
[#F00]p[#FF0]¢^¢[#00F]¢[#F0F][@00F]^[#00F][@]¢[#F00]p[#]&lt;br /&gt;
══╗[#00F]¢[#]╔═══&lt;br /&gt;
  ╚═╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A captured goblin placed between the two pressure plates drives this system in his attempts to reach map edge through paths {{Raw Tile|¢p|#F00|#000}}.  {{Raw Tile|^|#FF0|#000}} is linked to all {{Raw Tile|¢|#FF0|#000}}, and {{Raw Tile|^|#F0F|#00F}} is linked to all {{Raw Tile|¢|#00F|#000}}, as well as to output.  This gives the goblin a path away from his constrained tile every 100 ticks.  Delays in picking up path tend to make it run a cycle every 250 ticks. with on and off signals separated by about 120 ticks.  Its rate of repetition can be doubled by hooking both {{Raw Tile|^|#FFF|#000}} to output, although this leads to close placement of on and off signals.&lt;br /&gt;
&lt;br /&gt;
===Minecart repeater===&lt;br /&gt;
&lt;br /&gt;
In the simplest application, a hauler can guide a [[minecart]] across a pressure plate and around a circular track on a set schedule. A hauling route stop set to guide after X days has a fixed minimum interval (X days), but the maximum cycle time is somewhat variable (depending on how long it takes a hauler to accept the job and walk to the minecart). This type of repeater can be useful for triggering occasional time-insensitive events, like enabling a [[mist|mist generator]] for a few days every month.&lt;br /&gt;
&lt;br /&gt;
To remove the dwarf timing uncertainty, a [[Minecart#Roller|roller]] can propel the [[minecart]] around the circular track instead. Due to the fixed speed provided by rollers and the deterministic behaviour of minecarts, this type of minecart repeater provides a cycle with an absolutely constant repeat time. The exact period of such a powered repeater is relatively easy to regulate by choosing the operation speed of the roller, by adjusting the length of the track and by adding medium- and low-friction [[Minecart#Track stop|track stops]] to reduce movement speed. &lt;br /&gt;
&lt;br /&gt;
The [[Minecart#Impulse ramps|impulse ramp]] exploit allows for the design of completely autonomous minecart-based repeaters. Changing the length and friction of the route provides the ability to fine-tune the period of the repeater.&lt;br /&gt;
&lt;br /&gt;
This design uses a 7 by 8 by 3 Z-level footprint, and was used for upright spike traps. It was originally posted [http://www.bay12forums.com/smf/index.php?topic=154293.msg6643457#msg6643457 in this forum thread.]&lt;br /&gt;
&lt;br /&gt;
 z              z-1            z-2&lt;br /&gt;
 1234567890     1234567890     1234567890     &lt;br /&gt;
 wwwwwwwwww  1  wwwwwwwwww  1  wwwwwwwwww     where&lt;br /&gt;
 wwwwwwwwww  2  wwwwwwwwww  2  wDDDDDDDDw     w = unchanged wall&lt;br /&gt;
 wwwwwwwwww  3  wwwwwwwwww  3  wDwwwwwwDw     D = dig prio 4&lt;br /&gt;
 wwwwwwwwww  4  wwwwwwwwww  4  wDwwwwwwDw     h = channel prio 4&lt;br /&gt;
 wwwwwwwwww  5  wwwwwwwwww  5  wDwwwwwwDw     H = channel prio 5&lt;br /&gt;
 wwwwwwwwww  6  wwwwwwwwww  6  wDwwwwwwDw     &lt;br /&gt;
 wwwwwwwwww  7  wwwwwwwwww  7  wDwwwwwwDw     &lt;br /&gt;
 wwwwwwhDhw  8  wwwwwhwwHw  8  wDDDDwwwww     &lt;br /&gt;
 wwwwwwwwww  9  wwwwwwwwDw  9  wwwwwwwwww     &lt;br /&gt;
 &lt;br /&gt;
# Carve a track at all the 'D' tiles in the obvious direction.&lt;br /&gt;
# Carve N/E impulse ramps at the three ramps (2 on Z - 2, one on Z - 1)&lt;br /&gt;
# Place a hatch cover over the east chute on Z and define a track stop there (with a mine cart, of course). &lt;br /&gt;
## Remove the default movement orders for the stop. &lt;br /&gt;
## Hook the hatch to a start/stop lever. (not pictured)&lt;br /&gt;
# Build a mine cart activated pressure plate anywhere on the flat track (i.e. not any ramp), for example, 2 tiles N of the drop chute starting the repeater.&lt;br /&gt;
# Hook the pressure plate up to the focus of the repeater (spike traps, danger room, bridge, etc).&lt;br /&gt;
# Clear out or forbid all the debris in the tunnel, or you run the risk of creating road kill as someone goes to pick it up.&lt;br /&gt;
# Use the lever to start and stop the process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=114695.0 this forum thread] for other designs tuned for bridge and upright spike traps.&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=126154.0 this forum thread] for a super-compact design.&lt;br /&gt;
&lt;br /&gt;
Minecart repeaters can be calibrated to periods usable in the construction of clocks, like 200, 300 or 400 steps. Powered repeaters of this type will require nothing but a single roller and the power to run it, one pressure plate and a bit of space for the track. Repeaters using ramps to create perpetual motion don't need the roller or power but tend to be a bit more difficult to calibrate to useful periods and need additional infrastructure to stop their operation.&lt;br /&gt;
&lt;br /&gt;
Minecart repeaters can also be synchronized with other systems. Adding additional pressure plates to the tracks can allow a single repeater to provide multiple offset signals, and/or a [[Pressure_plate#Lightspeed_repeater|combined high-frequency signal]]. Alternatively, a pressure plate can trigger another independently-timed system.&lt;br /&gt;
&lt;br /&gt;
==Clock Generation==&lt;br /&gt;
Although the law of big numbers means that, over large enough intervals, the abovementioned irregular repeaters (the fluid and goblin logic ones) can be used to run a clock, designs that generate perfect clock signals have been known for a while.&lt;br /&gt;
&lt;br /&gt;
This [[mechanical logic|mechanical]]-fluid hybrid repeater was the first proposed device to produce completely regular signals, at a frequency determined by the speed of pressure plate recovery. The basic design consists of 4 [[screw pump]]s and 4 pressure plates but other versions are possible, depending on the number of separate steps you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram bg=7:0 fg=7:0&amp;gt;&lt;br /&gt;
[#0:0]Level │Level │Level &lt;br /&gt;
0     │-1    │-2&lt;br /&gt;
──────┼──────┼──────&lt;br /&gt;
      │      │ &lt;br /&gt;
  [#6:1][@0:0]☼[@]   [#0:0]│ [@0:0] [#2:1]÷[#2:0]÷ [@] [#0:0]│ [@0:0][#4:1]^[@]  [@0:0][#2:1]^[@#] &lt;br /&gt;
 [@0:0][#1:1]☼[#]☼☼[#6:0]══[@][#0:0]│ [@0:0][#2:0]÷[@]  [@0:0][#2:1]÷[@] [#0:0]│&lt;br /&gt;
   [@0:0][#]☼[#4:1]☼[@] [#0:0]│ [@0:0][#2:1]÷[@]  [@0:0][#2:0]÷[@] [#0:0]│&lt;br /&gt;
   [@0:0][#2:1]☼[@]  [#0:0]│ [@0:0] [#2:0]÷[#2:1]÷ [@] [#0:0]│ [@0:0][#6:1]^[@]  [@0:0][#1:1]^[@#] &lt;br /&gt;
      [#0:0]│      [#0:0]│ &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
{{Raw Tile|÷|#0f0|#000}}{{Raw Tile|÷|#008000|#000}} is a screw pump which pumps from the light side to the dark side. {{Raw Tile|^|#f00|#000}} is a pressure plate which disengages gear {{Raw Tile|☼|#f00|#000}} when water of depth 1-7 lands on it. The red, green, blue, and yellow pressure plates and gears are color coded only to show which is linked to which. In the game they'll all look like {{Raw Tile|^|#f0f|#000}} and {{Raw Tile|☼|#c0c0c0|#000}}. Building a pump after the gear which powers it or a gear after the pressure plate which disengages it will introduce a 1-step delay; so, depending on build order, the repeater might have a period between 400 and 408 steps. If the pumps, gears, and pressure plates are built in that order, then this system will repeat every 400 steps, exactly. Start the repeater by using a pond zone to dump 2 buckets of water onto any one of the plates.&lt;br /&gt;
&lt;br /&gt;
The device as depicted uses 47-62 power during operation, and requires 62 power for startup.  Drive train to power may, of course, lead to higher requirements.  Once the two units of water are introduced to the system, water is conserved perfectly.&lt;br /&gt;
&lt;br /&gt;
See [[User:MrFake/NStepCyclicRepeater]] for generalizable n-step clock generator instructions.&lt;br /&gt;
&lt;br /&gt;
[[User:Hash/SelfPoweredHaltableRepeater]] demonstrates clock generation with integrated water [[water_wheel#perpetual_motion|reactor]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=34407.msg572324#msg572324 Forum thread] has more description and explanations.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-1370-pump-basedautorepeater DFMA movie] shows the action of pump-based clock generation.&lt;br /&gt;
&lt;br /&gt;
===Delay===&lt;br /&gt;
Clock generation is closely related to the concept of delay: making a signal reach a target a certain amount of time after it is created.  Any non-mechanical circuit introduces delay in a signal-- the simplest form of delay is an identity gate.  The clock signal generator described above is remarkable for introducing a consistent delay.  Any consistent delay can be used for clock generation.  Before the introduction of minecarts, there were three known consistent intervals in ''Dwarf Fortress'' with which to fashion a clock signal generator: the reset delay associated with a pressure plate sending a ''close'' signal; the rate with which a creature [[gravity|falls]]; and the amount of time that a screw pump will continue to pump after losing power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Computing}}&lt;br /&gt;
[[ru:Repeater]]&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=258989</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=258989"/>
		<updated>2021-09-02T07:18:08Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Grammar: Fix awkward phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Sedimentary stone layers''' contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], &lt;br /&gt;
[[bituminous coal]], [[lignite]], and [[gypsum]].&lt;br /&gt;
&lt;br /&gt;
[[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate. If you are starting off and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has shallow metals, flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes their sites overlaps a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment. The sediment gets carried away by rivers and deposited in constantly growing heaps where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
[[File:sedimentary_layer.jpg|thumb|500px|center|Real-life sedimentary rock layers.]]&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
*[[DF2014:Cassiterite|Cassiterite]]&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=258977</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blacksmith&amp;diff=258977"/>
		<updated>2021-09-01T08:05:47Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Remove errant closing paren&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:23, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Metalsmith&lt;br /&gt;
| specialty  = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = [[Blacksmithing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Construct [[cage]]&lt;br /&gt;
* Construct [[bucket]]&lt;br /&gt;
* Construct [[bin]]&lt;br /&gt;
* Construct [[barrel]]&lt;br /&gt;
* Construct [[pipe section]]&lt;br /&gt;
* Construct [[anvil]]&lt;br /&gt;
* Build metal [[building]]s&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength &lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
:''Not to be confused with the [[Metalsmith]] category profession.''&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith''' [[skill]] is used to make [[furniture]], [[bucket]]s, [[bin]]s, [[block]]s, [[cage]]s, and [[anvil]]s at a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
The [[labor]] that corresponds to the metalsmith skill is called '''blacksmithing'''.  A dwarf whose highest skill is &amp;quot;metalsmith&amp;quot; will have the '''Blacksmith''' profession.*&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Despite both being under the &amp;quot;furniture&amp;quot; menu of a [[forge]], [[chain]]s are made by [[metal crafter]]s, and [[animal trap]]s are made by [[trapper]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: '''''* Note''': Technically (aka outside DF), a &amp;quot;blacksmith&amp;quot; only forges items from iron, similar to a goldsmith or silversmith, etc. In DF, no such differentiation exists re metals used, so the [[skill]] &amp;quot;metalsmithing&amp;quot; covers all metals. Confusingly, however, &amp;quot;[[Metalsmith]]&amp;quot; is also the [[profession]]al title given for the whole class of metalworking skills, so a dwarf who is both a Master Furnace Operator + Weaponsmith may gain a professional label of &amp;quot;Metalsmith&amp;quot;, despite having no &amp;quot;metalsmithing&amp;quot; (blacksmithing) skill at all.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, this often leads to some confusion between the [[skill]] metalsmith, here, and the [[profession]] by [[metalsmith|the same name]].  So, in DF, &amp;quot;Blacksmith&amp;quot; refers to the labor of non-specific smithing of any/all metals, and the associated skill information is discussed in the article you are now reading.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Sorry, we just work here. (~wiki editors~)''&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Buildings which are built using material-dependent labors (e.g. a trade depot) may require &amp;quot;any metalsmithing skill,&amp;quot; but will only check and raise Metalsmithing, not any other qualifying skill (e.g. weaponsmithing). The [[quality]] of any such buildings is based off this skill alone. {{Bug|4899}}&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir-eshtân | elvish = opa-macame | goblin = ogur-am | human = oth-semod}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=258902</id>
		<title>Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Burrow&amp;diff=258902"/>
		<updated>2021-08-26T09:26:15Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:43, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are user-defined areas in your fort for restricting jobs or/and dwarves. They are a way to limit the jobs your dwarf takes, what items they use or where they go, thus being an important tool for [[Defense_guide|Fortress Defense]]. A burrow can be used for one, multiple, or all of the above at once.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys ({{k|+}},{{k|-}},{{k|*}}, &amp;amp; {{k|/}}).&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure an existing burrow, select it, then press {{k|enter}} to set the burrow's {{k|n}}ame, {{k|c}}hange the symbol used, and define what tiles it encompasses by setting/e{{k|r}}asing tiles. Defining the burrow's tiles can be done using keyboard to make rectangles or drawing with the mouse much like [[designation|designating]] tiles. A burrow does not need to be contigious and can extend into unrevealed space and other burrows - in the latter case, it can help use different colors and symbols to help tell them apart.&lt;br /&gt;
&lt;br /&gt;
== Deleting Burrows ==&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}, and confirm with {{k|y}}. Uniquely to burrows, erasing all tiles in a burrow will not delete it.&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
&lt;br /&gt;
=== Limiting civilian citizen jobs ===&lt;br /&gt;
&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|c}} to view citizens &amp;amp; resident list⁎, scrolling through it with those same keys and using {{k|Enter}} to add or remove one or more to/from the burrow.&lt;br /&gt;
&lt;br /&gt;
A citizen limited thus will only accept jobs and items inside the burrow. When a citizen is in multiple burrows, they can accept jobs and items from all of them. Note that &amp;quot;job&amp;quot; here covers nearly anything a dwarf may do outside of walking, fighting and socializing, including tasks such as idle individual combat drills†, picking up babies or equipment, or even sleeping. Nor will they try to eat or drink anything outside the burrow until starving or dehydrating.&lt;br /&gt;
&lt;br /&gt;
[[Image:Burrow.png|right|thumb|240px|An illustration demonstrating that a burrow does *not* restrict a dwarf's movement--the metalcrafter marched right out of his burrow to pull the right lever.]]&lt;br /&gt;
&lt;br /&gt;
'''Burrow assignments do not restrict citizen movements'''; An idle dwarf can take a stroll outside the burrow they're assigned to and they'll stand wherever they happen to be until assigned a task inside the burrow which they can path to. Additionally, citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.&lt;br /&gt;
&lt;br /&gt;
Furthermore, this setting doesn't restrict jobs itself either. Should a job request an item not in the burrow, the dwarf will cancel the job. Then they'll look for a job again - often the one they just cancelled, thus entering a loop. &lt;br /&gt;
&lt;br /&gt;
As such, a dwarf's burrow should include: &lt;br /&gt;
&lt;br /&gt;
* All places they work at, sleep, eat, drink. &lt;br /&gt;
* All tools, raw materials, fuel and items they need for above.&lt;br /&gt;
* All places the stockpiles they store items in draw from. &lt;br /&gt;
* All stockpiles they take items from.&lt;br /&gt;
* For wheelbarrowed haulers, all the tiles they push the wheelbarrow on. &lt;br /&gt;
&lt;br /&gt;
Take care to avoid dwarves having labors that result in them taking jobs that demand items outside the burrow:&lt;br /&gt;
&lt;br /&gt;
* Food hauling and food stockpile that takes from anywhere. &lt;br /&gt;
* Feed Patients/Prisoners and a patient with buckets/water sources out of range.&lt;br /&gt;
* Seek Infant and a baby dropped outside the burrow.&lt;br /&gt;
&lt;br /&gt;
Should one still need to use hauling labors, they should limit their stockpiles to links only and use [[Minecart]] hauling systems to move the requisite goods from outside the burrow to in. Otherwise, dwarves not assigned to the burrow can still do jobs in its area, including moving food inside.&lt;br /&gt;
&lt;br /&gt;
⁎ The order of the citizens in the list is based on an internal ID number, which only loosely correlates with arrival time.&lt;br /&gt;
&lt;br /&gt;
† However, active military dwarves are unaffected and can even perform those same drills.&lt;br /&gt;
&lt;br /&gt;
=== Limit workshops to burrow ===&lt;br /&gt;
&lt;br /&gt;
Activation: Select the burrow with secondary selection keys, then press {{k|w}} to toggle the limit. &lt;br /&gt;
&lt;br /&gt;
This setting behaves as if workshop or furnace or trap is [[Stockpile#Give_to_a_stockpile.2Fworkshop|linked to take from stockpile]]. A building is considered affected by this setting when their center tile is in the burrow. A building limited by multiple burrows will be able to use materials from all of them. &lt;br /&gt;
&lt;br /&gt;
* Like with stockpile links, take care to include ''all'' items a job needs in the burrow area.&lt;br /&gt;
&lt;br /&gt;
There are some notable differences from using links, however: &lt;br /&gt;
&lt;br /&gt;
* Burrows will not generate jobs, nor will they keep any items inside them from being hauled away to a stockpile elsewhere.&lt;br /&gt;
* Burrows are not considered buildings, and as such have greater freedom of placement; allowing one to limit their looms to all webs in safe areas, masons to nearby freshly dug stone, or smelter to take both nearby ore and bars in another smelter.&lt;br /&gt;
* Items dropped in center tile of workshop must necessarily be available to it, which can result in unwanted behaviour such as decorations on old clothes.&lt;br /&gt;
* It is easier to verify whether a given workshop is limited by burrows, as you only need to scroll through your burrow list while looking at it.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that this affects only workshops and furnaces, and not any other buildings that accept items for their jobs such as traps, stockpiles, farms, etc...&lt;br /&gt;
&lt;br /&gt;
: Unfortunately, this feature can be enabled accidentally - (pressing {{k|w}} twice enters the burrow menu and toggles workshop restrictions for the first burrow). Due that it can be desirable to reassign one of these keys.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
&lt;br /&gt;
Activation: In main menu, hit {{k|m}} to bring up the military menus, and {{k|a}} for alerts. &lt;br /&gt;
&lt;br /&gt;
(Optionally, using {{k|Up}} and {{k|Down}} arrow keys, select an alert you want civilians to currently use with {{k|Enter}} (default first entry, marked with {{k|[CIV]}}) in leftmost column - optionally creating a new one with {{k|c}} or using {{k|N}} to rename one.)&lt;br /&gt;
&lt;br /&gt;
Then, navigate to the right {{k|Right}} and use {{k|Up}} and {{k|Down}} arrow keys to select the burrow(s) you want civilians to be restricted to with {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
To unactivate, unassign the burrow(s) or choose another alert to restrict civilians to.&lt;br /&gt;
&lt;br /&gt;
: Unlike individual citizen burrow assignments, a [[civilian alert]] will apply to all fort civilians and animals. It will order them to go and stay inside the burrows defined in the alert for as long as the alert is active and includes any. Additionally, for that time individual assignments are ignored.&lt;br /&gt;
&lt;br /&gt;
Most jobs and activities will be cancelled when cut off by civilian alert. However, one should take a look around for any heavy item carrying stragglers that are trying to slowly move their items to inside the burrow, and stop their job so they can drop the item and flee faster.&lt;br /&gt;
&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad will go to exactly in the specified tile(s) and will defend it proactively - however, schedules don't switch until next day arrives.&lt;br /&gt;
&lt;br /&gt;
=== Broker to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will then only accept jobs at the trade depot, though he may be delayed if he is asleep or fulfilling an urgent [[need]]. This is particularly useful if your broker insists on performing other jobs instead of manning the depot.&lt;br /&gt;
&lt;br /&gt;
===Alternative to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to.  Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to earliest map block where burrow still has placed tiles.  This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
===Causing Insanity===&lt;br /&gt;
If a dwarf is assigned to a burrow with no beds, then that dwarf can't sleep. If he stays Very Drowsy long enough, then he'll go insane. Whether this is a goal or danger to be avoided depends on your play style. It's easy to accidentally do this to [[children]], since they'll keep on playing without giving much of a sign that they're about to have a mental breakdown.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Burrows can be powerful tools, but that also means they have the potential to cause many problems.&lt;br /&gt;
&lt;br /&gt;
* Dwarves try to store equipment they're no longer using outside their burrows, spamming cancellations when unable. {{bug|340}}&lt;br /&gt;
&lt;br /&gt;
* Haulers in burrows stand around contemplating hauling jobs they can't perform.{{bug|600}}&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.{{bug|5062}} If you want to move items from outside the burrow to the inside without generating cancellations, you can put a stockpile on the boundary (to be accessed by non-burrowed dwarves) and use a minecart with a track stop set to dump onto a link-only stockpile inside the burrow. This way, the stockpile outside the burrow will not generate (impossible) jobs for the burrowed dwarves and the items will be moved to the inside by the non-burrowed dwarves, then happily to be picked up by the burrowed ones.&lt;br /&gt;
&lt;br /&gt;
* Civilians assigned to a burrow while hauling constantly spam &amp;quot;drop-off inaccessible&amp;quot;.{{bug|597}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves cancel repeating workshop jobs which they personally cannot complete due to their burrow lacking materials.{{bug|2262}}&lt;br /&gt;
&lt;br /&gt;
* Burrow-assigned dwarves abandon [[wheelbarrow]]s when passing through non-burrow tiles.{{bug|6484}}&lt;br /&gt;
&lt;br /&gt;
* Mothers spam cancellations when attempting to recover a baby outside of their burrow.{{bug|765}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves get stuck trying to perform jobs at edge of burrow.{{bug|2416}}&lt;br /&gt;
&lt;br /&gt;
* Dwarves may remain restricted to a deleted burrow.{{bug|1735}}&lt;br /&gt;
&lt;br /&gt;
* Spouse room assignments behave oddly when spouses are in different burrows.{{bug|2442}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Burrow]]&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Container&amp;diff=258847</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Container&amp;diff=258847"/>
		<updated>2021-08-21T09:47:25Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Undo revision 258846 by Catgofire (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:03, 9 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Container&lt;br /&gt;
|tile=Æ&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
}}&lt;br /&gt;
{{Translation| dwarven = etost | elvish = thale | goblin = ustêx | human = puti}}&lt;br /&gt;
&lt;br /&gt;
'''Containers''' is a general term used for various types of similar [[item]]s which are used for [[storage|storing]]. Containers are named differently depending on what they are made of (see table, below), but they all fill the same function. They are a common requirement for [[noble]]s, and they are also good for increasing the [[room value|value]] of a [[room]]. Each different type of container holds a varying number of items. Dwarves may walk through tiles with containers.&lt;br /&gt;
&lt;br /&gt;
Containers are listed under &amp;quot;tools&amp;quot; in some menus.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a container in his bedroom, he or she will leave any possessions on the floor. Containers are also used in [[barracks]] to store [[squad]] equipment, and needed in a [[library]] to store blank writing materials such as [[quire]]s. Note that a [[bookcase]] is needed for ''written'' [[book|materials]].&lt;br /&gt;
;Different names for containers:&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Name !! Material !! Required materials !&lt;br /&gt;
|-&lt;br /&gt;
|'''Box'''&lt;br /&gt;
|[[Glass]]&lt;br /&gt;
| 1 bag of sand (+ pearlash if crafting clear glass), or 1 uncut rock crystal gem&lt;br /&gt;
|-&lt;br /&gt;
|'''Coffer'''&lt;br /&gt;
|[[Stone]]&lt;br /&gt;
| 1 rock&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest'''&lt;br /&gt;
|[[Wood]], [[Metal]]&lt;br /&gt;
| 1 log or 3 bars of metal&lt;br /&gt;
|-&lt;br /&gt;
|'''Bag'''&lt;br /&gt;
|[[Cloth]], [[Leather]]&lt;br /&gt;
| 1 cloth or 1 leather&lt;br /&gt;
|}&lt;br /&gt;
Both bags and barrels (and all other containers) function exactly the same in-game - they report a container capacity (either hardcoded or derived from the item_tool raws), they have references to their contents (general_ref_contains_itemst), and their contents have references back to the container itself (general_ref_contained_in_itemst).&lt;br /&gt;
&lt;br /&gt;
Any behavioral differences between them are entirely due to the way jobs handle them and the way they (and their contents) are categorized for selection by jobs, and custom reactions don't necessarily follow all of those rules. Custom reactions can definitely use seeds that are stored in bags without requesting the bags themselves (I just checked), but plant growths might be treated differently, possibly an attempt to keep quarry bush leaves inside their bags (and similar scenarios). &lt;br /&gt;
&lt;br /&gt;
Bags are a special type of box.  While they can be built as furniture, they are more commonly used by dwarves to store seeds, mill plants at a [[millstone]] or quern, or collect [[sand]].  Dwarves have a habit of filling bags with seeds whenever possible, so, typically, many of them need to be made if they are going to be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Currently, bags are unable to reproduce due to being all-male. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Container&amp;diff=258846</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Container&amp;diff=258846"/>
		<updated>2021-08-21T09:46:52Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Changed quality rating from &amp;quot;Exceptional&amp;quot; to &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|09:46, 21 August 2021 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Container&lt;br /&gt;
|tile=Æ&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
}}&lt;br /&gt;
{{Translation| dwarven = etost | elvish = thale | goblin = ustêx | human = puti}}&lt;br /&gt;
&lt;br /&gt;
'''Containers''' is a general term used for various types of similar [[item]]s which are used for [[storage|storing]]. Containers are named differently depending on what they are made of (see table, below), but they all fill the same function. They are a common requirement for [[noble]]s, and they are also good for increasing the [[room value|value]] of a [[room]]. Each different type of container holds a varying number of items. Dwarves may walk through tiles with containers.&lt;br /&gt;
&lt;br /&gt;
Containers are listed under &amp;quot;tools&amp;quot; in some menus.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a container in his bedroom, he or she will leave any possessions on the floor. Containers are also used in [[barracks]] to store [[squad]] equipment, and needed in a [[library]] to store blank writing materials such as [[quire]]s. Note that a [[bookcase]] is needed for ''written'' [[book|materials]].&lt;br /&gt;
;Different names for containers:&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Name !! Material !! Required materials !&lt;br /&gt;
|-&lt;br /&gt;
|'''Box'''&lt;br /&gt;
|[[Glass]]&lt;br /&gt;
| 1 bag of sand (+ pearlash if crafting clear glass), or 1 uncut rock crystal gem&lt;br /&gt;
|-&lt;br /&gt;
|'''Coffer'''&lt;br /&gt;
|[[Stone]]&lt;br /&gt;
| 1 rock&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest'''&lt;br /&gt;
|[[Wood]], [[Metal]]&lt;br /&gt;
| 1 log or 3 bars of metal&lt;br /&gt;
|-&lt;br /&gt;
|'''Bag'''&lt;br /&gt;
|[[Cloth]], [[Leather]]&lt;br /&gt;
| 1 cloth or 1 leather&lt;br /&gt;
|}&lt;br /&gt;
Both bags and barrels (and all other containers) function exactly the same in-game - they report a container capacity (either hardcoded or derived from the item_tool raws), they have references to their contents (general_ref_contains_itemst), and their contents have references back to the container itself (general_ref_contained_in_itemst).&lt;br /&gt;
&lt;br /&gt;
Any behavioral differences between them are entirely due to the way jobs handle them and the way they (and their contents) are categorized for selection by jobs, and custom reactions don't necessarily follow all of those rules. Custom reactions can definitely use seeds that are stored in bags without requesting the bags themselves (I just checked), but plant growths might be treated differently, possibly an attempt to keep quarry bush leaves inside their bags (and similar scenarios). &lt;br /&gt;
&lt;br /&gt;
Bags are a special type of box.  While they can be built as furniture, they are more commonly used by dwarves to store seeds, mill plants at a [[millstone]] or quern, or collect [[sand]].  Dwarves have a habit of filling bags with seeds whenever possible, so, typically, many of them need to be made if they are going to be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Currently, bags are unable to reproduce due to being all-male. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=258844</id>
		<title>Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bedroom_design&amp;diff=258844"/>
		<updated>2021-08-21T00:28:35Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|exceptional}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
As to size, all a dwarf needs to sleep is a 1-tile bed, anywhere. However, to be [[Thought|happy]], a dwarf wants their own room with a bed, and a chest and a cabinet to put stuff in.  Dwarves consider it a bonus if the room is enclosed by 4 walls (or 3 and a door) for privacy. If you want to add some other item(s) that a dwarf [[preference|prefers]] to add to their happiness, that would require that much more space - usually no more than a tile or two.  However, some [[noble]]s can get very [[Room#Quality|particular]], and their rooms need to be bigger to meet all their requirements. &lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. For these purposes, nothing holds a candle to the ease, simplicity, and efficiency of [[#The_multiply-overlapping_single_bedroom|overlapping bedrooms]] in a single large, carved-out area. In the current version, the main benefits of individualized rooms are for roleplaying purposes. Historically, room design was further complicated when the [[dwarven economy]] kicked in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; were needed, and poor dwarves were kicked out of over-priced quarters (the dwarven economy is currently disabled). To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12forums.com/smf/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
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=== 1x1 bed only, no walls ===&lt;br /&gt;
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By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all. However, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it.&lt;br /&gt;
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Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value.&lt;br /&gt;
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Note that since beds do not block movement and simply having people moving nearby (or even directly ''over'' them) does not produce noise or disrupt sleeping dwarves in any way, you can place these 1x1 rooms in a solid block with no space between them; this makes it easy to smooth and engrave the floor for all of them at once.  With a competent engraver and quality beds, this is often enough to raise the room value to the point where even this minimalist setup will produce happy thoughts; compared to a high-quality bed, the amount that un-engraved walls would add to a room's value is minimal anyway.&lt;br /&gt;
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=== Communal dormitory ===&lt;br /&gt;
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The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
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This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]] and [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
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More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to a nearby empty bed when it is time for them to sleep.&lt;br /&gt;
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Communal dormitories are more appealing now due to the presence of [[vampire]]s among fortress populations, as it increases the likelihood of the offending bloodsucker being caught.&lt;br /&gt;
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Note that compared to the solid block of 1x1 bedrooms above, the only advantage to a communal dormitory is the ease with which it can be set up - even owning a 1x1 room generates happy thoughts (as opposed to the minor negative one from a dormitory) and take the exact same space.  Therefore, if unhappy thoughts are a concern, you should designate the beds as rooms instead.&lt;br /&gt;
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=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values their playing time instead of the overall layout of their fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
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=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design was particularly useful when the economy kicked in, as it could be adapted in a flash to meet the needs of low-wage citizens.&lt;br /&gt;
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===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
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[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
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There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
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Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
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You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
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=== High density single floor housing ===&lt;br /&gt;
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[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
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This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic jams.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
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=== The multiply-overlapping single bedroom ===&lt;br /&gt;
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A variation on the dormitory can produce large numbers of cheap, high quality bedrooms, very easily.  Start with a large room, perhaps 20 x 20 tiles, and put many beds in it.  From each of those beds, create a bedroom that covers the entire room.  Each of the rooms overlaps the other rooms, and therefore suffers a quality modifier, but the room is large enough that its size can dominate the quality calculation. The quality hit for overlapping rooms is only applied once; your room either overlaps or it does not. With any reasonable amount of beds, it is easier and cheaper to furnish the one room with high quality items (at a penalty) than it is to carve out and furnish dozens of rooms separately. In addition, side by side beds in an open room is by far the most efficient use of space and walking distance. A room this size with a couple hundred beds in it, and some combination of smoothing, engraving, or multiple pieces of cheap furniture, can be of any quality level that is desired, from modest to royal.&lt;br /&gt;
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=== Staggered Doorless Rooms ===&lt;br /&gt;
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Dwarves suffer no penalties for having other Dwarves travel through their bedrooms even when they are sleeping. They also don't require doors. Therefore, you can take advantage of diagonal pathing in room design for high-density, non-overlapping, multi-tile rooms.&lt;br /&gt;
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The following diagram shows a 3x1 layout surrounding a 3x3 stairwell. The design can be repeated outwards as far as necessary.&lt;br /&gt;
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&amp;lt;pre&amp;gt;&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.XXX.B.---&lt;br /&gt;
.B.---XXX---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
.B.---.B.---.B.&lt;br /&gt;
---.B.---.B.---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves will navigate from the stairwell diagonally through rooms, while bedroom sizes can be applied at 3x3 (without the area leaking to adjoining rooms) allowing for some level of furnishing.&lt;br /&gt;
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=High density, single floor, quick housing=&lt;br /&gt;
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[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
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This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. It is also very easy to increase or decrease their value by adding or removing [[furniture]]. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
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=High density, multi-level=&lt;br /&gt;
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Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
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===Magical Multi-way Doors===&lt;br /&gt;
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The main point of this design is that it squeezes six bedrooms in a space of 9x8 squares (including walls) by using two-way doors. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
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{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.+D-D+.¦  ¦  ¦.+D-D+.¦  ¦  ¦.+D-D+.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---D---¦  ¦  ---+.+---  ¦  ¦---D---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
'''Alternate layout:'''&lt;br /&gt;
&lt;br /&gt;
This is a simpler (though slightly less compact) design using three-way doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
    +---+---+&lt;br /&gt;
    ¦...¦...¦&lt;br /&gt;
+---+---D---+&lt;br /&gt;
¦...¦XXX¦...¦&lt;br /&gt;
+---D---+---+&lt;br /&gt;
¦...¦...¦&lt;br /&gt;
+---+---+}}&lt;br /&gt;
&lt;br /&gt;
One apartment &amp;quot;unit&amp;quot; gives you 6 rooms using only 2 doors and it fits within a 13x7 space (including walls).  Access to the apartments in the unit is through the 1-3 up/down stairwells in the center.  This design can be expanded by repeating the same pattern one level down and/or by tiling together multiple units together on the same level.&lt;br /&gt;
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Both designs mean that you have to build less doors per bedroom, which helps save time and materials.&lt;br /&gt;
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===Sandwich===&lt;br /&gt;
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A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
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The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. [[Floor hatch]]es can be used between the individual bedrooms like vertical doors, but, unlike doors, owned floor hatches can generate happy [[thought]]s.&lt;br /&gt;
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[http://www.bay12forums.com/smf/index.php?topic=118751.0 Recent science] has established that having any &amp;quot;holes&amp;quot; in a room's walls reduces the apparent [[room value]]; this design is therefore particularly well-suited to producing high-value rooms.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
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===6-room clusters===&lt;br /&gt;
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[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
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=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pairs of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment         Lobby         Lower Apartment&lt;br /&gt;
   Level(s*):           Level:           Level(s*):&lt;br /&gt;
+-----+ +-----+    +-----+ +-----+    +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦    ¦-¦X¦-----¦X¦-¦    ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦    ¦.+¦+.OOO.+-+.¦    ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦.......¦..¦    ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+    +--¦..###..¦--+    +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦          ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦          ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+    +--¦..###..¦--+    +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦.......¦..¦    ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦    ¦.+-+.OOO.+-+.¦    ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦    ¦-¦X¦-----¦X¦-¦    ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦    ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦    ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+    +-----+ +-----+    +-----+ +-----+}}&lt;br /&gt;
Legend:&lt;br /&gt;
  X = up/down stair&lt;br /&gt;
  &amp;lt; = up stair&lt;br /&gt;
  ~ = flowing water, in waterfall and drain&lt;br /&gt;
  # = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
  ¦ = solid block at base of waterfall&lt;br /&gt;
  O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
: 1) There is a central, vertical line of unused tiles, allowing adjacent rooms to be expanded to 5 tiles large.&lt;br /&gt;
: 2) Expanding out one more tile beyond the outer boundaries can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
: 3) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 room design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 room design]]&lt;br /&gt;
A Quickfort blueprint for the 32 tile Greek Cross design is available [http://www.mediafire.com/download/yfeoeo0qj38vw24/Greek_Cross_Design_Blueprint.zip here]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central staircase as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=== Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
Four &amp;quot;tri-way doors&amp;quot; patterns adjacent to each other, squarified with 4 normal rooms and 2 noble rooms.&lt;br /&gt;
&lt;br /&gt;
This results in 30 bedrooms in a 21x15 rectangular space (counting all walls, including external ones). Can be repeated multiple z-levels, accessed from a lobby hallway.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
+-------+---+---+---+&lt;br /&gt;
¦.....DX¦...¦...¦...¦&lt;br /&gt;
+---+---+---D-+-+-+D¦&lt;br /&gt;
¦...¦...¦...¦X¦...¦X¦&lt;br /&gt;
+---D-+-+-+-+-D---+D¦&lt;br /&gt;
¦...¦X¦...¦...¦...¦.¦&lt;br /&gt;
+-+-+-D---+---+---+.¦&lt;br /&gt;
¦.¦...¦...¦...¦...¦.¦&lt;br /&gt;
¦.+---+---+---D-+-+-+&lt;br /&gt;
¦.¦...¦...¦...¦X¦...¦&lt;br /&gt;
¦D+---D-+-+-+-+-D---+&lt;br /&gt;
¦X¦...¦X¦...¦...¦...¦&lt;br /&gt;
¦D+-+-+-D---+---+---+&lt;br /&gt;
¦...¦...¦...¦XD.....¦&lt;br /&gt;
+---+---+---+-------+}}&lt;br /&gt;
&lt;br /&gt;
=== Large Squarified Tri-way Doors ===&lt;br /&gt;
&lt;br /&gt;
By playing with the basic building block of the above design, and a 25x25 space, you can get this elegant square and symmetrical design:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
╔═╦═╦═══╦═╦═╦═╦═╦═══╦═╦═╗&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
║ ╠═╬═╦═╣ ║ ║ ║ ╠═╦═╬═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╩═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ║ ╠═╩═╬═╣ ╔═╩═╬═╩═╣ ║ ║&lt;br /&gt;
║ ║ ║   ║X+ ║   ║   ║ ║ ║&lt;br /&gt;
╠═╬═╬═══+═╩═╬═╦═+═══╬═╬═╣&lt;br /&gt;
║ ║ ║   ║   ║ +X║   ║ ║ ║&lt;br /&gt;
║ ║ ╠═╦═╬═╦═╝ ╠═╬═╦═╣ ║ ║&lt;br /&gt;
║ ║ ║ ║ ║ ║   ║ ║ ║ ║ ║ ║&lt;br /&gt;
╠═+═╣ ║ ║ ╠═╦═╣ ║ ║ ╠═+═╣&lt;br /&gt;
║ ║X║ ║ ║ ║ ║ ║ ║ ║ ║X║ ║&lt;br /&gt;
║ ╠═+═╬═+═╣ ║ ╠═+═╬═+═╣ ║&lt;br /&gt;
║ ║ ║ ║ ║X║ ║ ║X║ ║ ║ ║ ║&lt;br /&gt;
╠═╣ ║ ║ ╠═+═╬═+═╣ ║ ║ ╠═╣&lt;br /&gt;
║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║ ║&lt;br /&gt;
║ ╠═╬═╩═╣ ║ ║ ║ ╠═╩═╬═╣ ║&lt;br /&gt;
║ +X+   ║ ║ ║ ║ ║   +X+ ║&lt;br /&gt;
╚═╩═╩═══╩═╩═╩═╩═╩═══╩═╩═╝}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the most space-efficient design when aiming for bedrooms with exactly three tiles of space which are accessible without crossing another bedroom. It uses only 9 tiles per bedroom overall, an amazing feat, since the mathematical minimum for the problem given is 8 tiles per bedroom! Such bedroom allocations are not in any way required, however: normal citizens are perfectly happy with an [[#The_multiply-overlapping_single_bedroom|overlapping bedroom]] in a large hall packed to capacity with beds.&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
=== Blossom ===&lt;br /&gt;
[[Image:blossom.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Not truly fractal, but inspired by other fractals with a more aesthetic appeal.  A slightly stripped down quickfort version of this is available [http://www.mediafire.com/view/?wx3g4373422u02r here].&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. On the other hand, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12forums.com/smf/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallway with office===&lt;br /&gt;
&lt;br /&gt;
 +---------+╤¦ ¦b+---------+&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦r¦B¦B¦B¦B¦B¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
              X  &lt;br /&gt;
 ¦D¦D¦D¦D¦D¦     ¦D¦D¦D¦D¦D¦&lt;br /&gt;
 ¦c¦c¦c¦c¦c¦     ¦c¦c¦c¦c¦c¦&lt;br /&gt;
 ¦k¦k¦k¦k¦k¦H¦ ¦H¦k¦k¦k¦k¦k¦&lt;br /&gt;
 ¦B¦B¦B¦B¦B¦╥¦ ¦╥¦B¦B¦B¦B¦B¦&lt;br /&gt;
 +---------+╤¦ ¦╤+---------+            &lt;br /&gt;
&lt;br /&gt;
Legend:&amp;lt;br /&amp;gt;&lt;br /&gt;
B: Bed&amp;lt;br /&amp;gt;&lt;br /&gt;
D: Door&amp;lt;br /&amp;gt;&lt;br /&gt;
X: Staircase&amp;lt;br /&amp;gt;&lt;br /&gt;
╥: Chair&amp;lt;br /&amp;gt;&lt;br /&gt;
╤: Table&amp;lt;br /&amp;gt;&lt;br /&gt;
c: Chest or Bag&amp;lt;br /&amp;gt;&lt;br /&gt;
k: Cabinet&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An interesting design made to consume less space but still look pretty. It can be repeated infinitely, or at least as far as your embark square goes. One may also decide to use the stairwells as noble offices or rooms, or put the staircase somewhere else and put a well where the staircase would be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=258843</id>
		<title>Macros and keymaps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Macros_and_keymaps&amp;diff=258843"/>
		<updated>2021-08-20T07:08:14Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:18, 4 April 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Playing ''Dwarf Fortress'' means lots of typing. The game has an internal macro/keymap system. Using it or any external program can save you a great deal of time when dumping, rewalling, designating, and so forth.&lt;br /&gt;
&lt;br /&gt;
== DF macros ==&lt;br /&gt;
=== Creating macros ===&lt;br /&gt;
The controls for creating macros within DF are as follows:&lt;br /&gt;
&lt;br /&gt;
*{{k|Ctrl}}+{{k|r}} = record (and finish recording)&lt;br /&gt;
*{{k|Ctrl}}+{{k|s}} = save&lt;br /&gt;
*{{k|Ctrl}}+{{k|l}} = load&lt;br /&gt;
*{{k|Ctrl}}+{{k|u}}+number = set to repeat [number] of times (maximum of 99)&lt;br /&gt;
*{{k|Ctrl}}+{{k|p}} = play&lt;br /&gt;
&lt;br /&gt;
To create a macro, press {{k|Ctrl}}+{{k|r}} to begin recording your actions.  When you have recorded all the actions that you want, stop recording by hitting {{k|Ctrl}}+{{k|r}} again and save ({{k|Ctrl}}+{{k|s}}) the macro.  The macro is then added to your macro list.  To load a macro from the list just press {{k|Ctrl}}+{{k|l}}. If you just recorded the macro, it is loaded even without saving. You can then play the macro by pressing {{k|Ctrl}}+{{k|p}} whenever you want.  You can also set a macro to repeat by pressing {{k|Ctrl}}+{{k|u}}, typing a two digit number, and then pressing {{k|Ctrl}}+{{k|p}} to begin the playback session.  Moving your mouse from the playing window, or otherwise losing focus on Dwarf Fortress, is &amp;lt;s&amp;gt;an annoying way&amp;lt;/s&amp;gt; a good way to interrupt a macro session from continuing (also the only known method).&lt;br /&gt;
&lt;br /&gt;
There is a directory data/init/macros for them. The macros are saved in .mak format.  The first line of the macro file must match the filename, or the file will not be recognized as a valid macro.  Even a recorded file for a simple macro - for example to create a 3 tiles wide ramp - may already consist of up to 50 commands listed. This is because every possible [[Key_bindings|binding of the key pressed]] is included in the macro and put in a block (and {{k|r}} for ramp has many by default).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
pressing_enter_recorded&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For this example the recording was started, enter was pressed and the recording was stopped. When using this macro every underlying command in the file will be called, if possible. If you are in the designation menu, it will react as a select, the other commands will be ignored. If you are in the burrow menu, it will work like pressing enter there. The macro alway ends with a block containing the end of its recording. But executing macros seems to ignore this command. If you have changed your key bindings you'll get another result, because the underlying commands are recorded, not the keys pressed.&amp;lt;br /&amp;gt;&lt;br /&gt;
When creating or editing your own macros it is a good idea to use only those commands you really want.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ramping_created&lt;br /&gt;
		DESIGNATE_RAMP&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_DOWN_Z&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_LEFT&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_UP&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This selfmade example will designate a 3 tiles wide ramp one z-level below and place the cursor to make the next execution of the macro continue the way down. The first line has to be the name of the file. You can see that there are grouping tags for every single keypress. These are important for a working macro.&amp;lt;br /&amp;gt;&lt;br /&gt;
It is unknown if there is the possibility of creating loops/iterations, other programming features or comments.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Removing macros in-game can be done by pressing {{k|Esc}} and then selecting Keybindings &amp;gt; Macros. Press {{k|Backspace}} on the macros you want to delete, then press {{k|Esc}} and select &amp;quot;Save and Exit&amp;quot;. This will also delete the corresponding macro file permanently. Otherwise, you can delete the corresponding .mak file from the init/macros/ folder, although that will only take effect the next time DF is run.&lt;br /&gt;
&lt;br /&gt;
Changing macros while the game is running uses a counter-intuitive process.  After editing the macro file, create a backup of it and remove the macro as described earlier. However, before saving the changes, place the backup file on the init/macros/ folder. Then save the changes and reload the macro with {{k|Ctrl}}+{{k|l}}.&lt;br /&gt;
&lt;br /&gt;
Adding macros is also possible, resorting to the macro changing process. A &amp;quot;dummy&amp;quot; macro would be recorded and saved, then deleted. The macro that would be added would replace the dummy file.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
macroscreen&lt;br /&gt;
		OPTIONS&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_DOWN&lt;br /&gt;
		CURSOR_DOWN&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tuning macros ===&lt;br /&gt;
The fewer commands a macro consists of, the faster it runs. This means you should avoid unnecessary steps by optimizing the &amp;quot;path&amp;quot; of your designations.&lt;br /&gt;
&lt;br /&gt;
The second and most effective way to increase speed is to remove all unnecessary commands DF recorded. These may be found in the init/macros folder and edited with any basic text editing program. The extra commands are ignored by the game but they still take time to be processed. To move a cursor 3 (up/down) or 4 (right/left) commands are recorded, most other keys are bound to more commands. Pressing {{k|d}} for example records more than 30 commands.&lt;br /&gt;
&lt;br /&gt;
For example the code below is a simple macro that selects the digging designation, moves one square to the right, and then designates that tile to be dug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		OPTION4&lt;br /&gt;
		CUSTOM_D&lt;br /&gt;
		WORLD_PARAM_DELETE&lt;br /&gt;
		LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
		A_COMBAT_DODGE&lt;br /&gt;
		A_STATUS_DESC&lt;br /&gt;
		A_SLEEP_DAWN&lt;br /&gt;
		A_INV_DROP&lt;br /&gt;
		SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
		BUILDJOB_TARGET_RIGHT&lt;br /&gt;
		BUILDJOB_BED_DORMITORY&lt;br /&gt;
		BUILDJOB_FARM_WINTER&lt;br /&gt;
		BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
		HOTKEY_BUILDING_DOOR&lt;br /&gt;
		HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
		HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
		BUILDING_ORIENT_RIGHT&lt;br /&gt;
		BUILDING_ADVANCE_STAGE&lt;br /&gt;
		BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
		BUILDING_TRACK_STOP_DUMP&lt;br /&gt;
		HOTKEY_GLASS_DOOR&lt;br /&gt;
		HOTKEY_CARPENTER_DOOR&lt;br /&gt;
		HOTKEY_MASON_DOOR&lt;br /&gt;
		HOTKEY_TRAP_DOOR&lt;br /&gt;
		BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
		STOCKPILE_ARMOR&lt;br /&gt;
		STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
		STORES_DUMP&lt;br /&gt;
		ORDERS_DYED_CLOTH&lt;br /&gt;
		ORDERS_ZONE_DRINKING&lt;br /&gt;
		D_DESIGNATE&lt;br /&gt;
		D_HAULING_STOP_LC_DIR&lt;br /&gt;
		D_BURROWS_DELETE&lt;br /&gt;
		D_NOTE_DELETE&lt;br /&gt;
		D_NOTE_ROUTE_DELETE&lt;br /&gt;
		D_BITEM_DUMP&lt;br /&gt;
		D_LOOK_DUMP&lt;br /&gt;
		ARENA_CREATURE_SIDE_UP&lt;br /&gt;
		ASSIGNTRADE_SORT&lt;br /&gt;
		DESIGNATE_DUMP&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
		ITEM_DUMP&lt;br /&gt;
		D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
		D_MILITARY_ALERTS_DELETE&lt;br /&gt;
		D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
		D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
		STRING_A100&lt;br /&gt;
	End of group&lt;br /&gt;
		STANDARDSCROLL_RIGHT&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
		WORLD_PARAM_INCREASE&lt;br /&gt;
		A_MOVE_E&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
		CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
		WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
		SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
		D_BURROWS_DEFINE&lt;br /&gt;
		D_MILITARY_ALERTS_SET&lt;br /&gt;
	End of group&lt;br /&gt;
		CUSTOM_CTRL_R&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Here is the same code but optimized through removal of all the excess commands. Each macro also contains an addition CUSTOM_CTRL_R command at the end that may be removed as well.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
example&lt;br /&gt;
		DESIGNATE_DIG&lt;br /&gt;
	End of group&lt;br /&gt;
		CURSOR_RIGHT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
		SELECT&lt;br /&gt;
	End of group&lt;br /&gt;
End of macro&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The third way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the follow lines: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions &lt;br /&gt;
the repetition delay will smoothly decrease until repetition is this number of times faster &lt;br /&gt;
than at the start.&lt;br /&gt;
&lt;br /&gt;
[KEY_REPEAT_ACCEL_LIMIT:8]&lt;br /&gt;
[KEY_REPEAT_ACCEL_START:10]&lt;br /&gt;
&lt;br /&gt;
This controls the number of milliseconds between macro instructions.&lt;br /&gt;
&lt;br /&gt;
[MACRO_MS:15]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;lt;code&amp;gt;MACRO_MS&amp;lt;/code&amp;gt; setting is the number of milliseconds between macro instructions (the default, 15, allows 1000/15 instructions per second, or about 66). Decreasing this makes macros run '''faster''', although decreasing it too far can make the game unresponsive while the macro is running.&lt;br /&gt;
* The &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_START&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;KEY_REPEAT_ACCEL_LIMIT&amp;lt;/code&amp;gt; settings are unrelated to macros (except while recording). See [[Technical tricks#Keyboard|Technical tricks]] for more information.&lt;br /&gt;
&lt;br /&gt;
== External utilities ==&lt;br /&gt;
&lt;br /&gt;
=== [http://joelpt.net/quickfort/ QuickFort] ===&lt;br /&gt;
A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a &amp;quot;graphical&amp;quot; (or at least two-dimensional) representation of what you want to build into efficient DF macros. Comes with a number of scripts to get you started, some of them quite complex.&lt;br /&gt;
&lt;br /&gt;
=== AutoHotKey ===&lt;br /&gt;
AutoHotKey is a powerful easy-to-use scripting language that can simulate keystrokes. (among other functions)&lt;br /&gt;
&lt;br /&gt;
To started:&lt;br /&gt;
#  Go to the [http://www.autohotkey.com/ AutoHotKey website] and download AutoHotKey.  Installation is simple and the program uses very little system resources.&lt;br /&gt;
#  Read through their [http://www.autohotkey.com/docs/Tutorial.htm quick-start guide] and start write your macro scripts (file type .ahk), which may contain any number of commands.  You activate scripts by double-clicking .ahk files or by assigning hotkeys to your macros.  Both of these can be done at any time - even right in the middle of a game.  AutoHotKey also allows for automated activation of scripts.&lt;br /&gt;
&lt;br /&gt;
=== Fluxbox + xvkbd ===&lt;br /&gt;
For linux, it's a quite cool solution. It's possible to create macros with outside tools, like fluxbox (linux window manager) + xvkbd (linux virtual keyboard for kiosks, with some macro capabilities). See the documentation [[Fluxbox_macros|here]]. &lt;br /&gt;
&lt;br /&gt;
Pros:&lt;br /&gt;
*Faster execution&lt;br /&gt;
*Easier script writing&lt;br /&gt;
*Portable code&lt;br /&gt;
Cons:&lt;br /&gt;
*Sometime needs timing&lt;br /&gt;
*Need xvkbd (Linux at least)&lt;br /&gt;
*Need some special key reservation&lt;br /&gt;
&lt;br /&gt;
'''Please see also the [[40d:Macros and Keymaps|40d macros page]], as much of what is there works perfectly fine. If you can verify it works, please move it to this page.'''&lt;br /&gt;
&lt;br /&gt;
== Useful Macro Ideas ==&lt;br /&gt;
&lt;br /&gt;
The following are macro ideas that other players have found useful, and may make management of your fort easier. For most macros it's highly recommended to '''pause the game''' before hitting the play button to avoid your dwarves causing unexpected behavior, i.e. a dwarf giving birth or anything else that auto-zooms to a different location.&lt;br /&gt;
&lt;br /&gt;
=== Large Bedrooms ===&lt;br /&gt;
&lt;br /&gt;
Bedrooms, especially larger ones or large blocks of identical ones, involve a lot of designations and build orders. These macros are designed to streamline the process. For all of these mass-building macros you may wish to temporarily forbid any of your artifact or masterwork furniture, to avoid giving overly-valuable items to your dwarf peasantry.&lt;br /&gt;
&lt;br /&gt;
==== Placing Beds ====&lt;br /&gt;
&lt;br /&gt;
So you've recorded a macro to dig out a series of bedrooms, and now you have to fill them. Bring up the {{k|b}}uild menu, select {{k|b}}ed, and go the first position you want to place a bed in.&lt;br /&gt;
&lt;br /&gt;
Start a new macro ({{k|Ctrl}}+{{k|r}}) and place the bed (selecting the first bed from the list), then move to the next bedroom in sequence. Repeat this until you reach the end of the row. If you are placing beds into multiple long rows of bedrooms, move the cursor to the first bed in the next row to make things faster. Turn off macro recording ({{k|Ctrl}}+{{k|r}}), but don't exit the build menu. You can then save your macro if you wish, though it's not necessary. Play the macro ({{k|Ctrl}}+{{k|p}}), and you have just laid out another row. Repeat until you have enough bedrooms or you run out of beds.&lt;br /&gt;
&lt;br /&gt;
==== Placing Coffers ====&lt;br /&gt;
&lt;br /&gt;
Placing coffers (but ''not'' bags) requires an extra step. Pause the game (you ''did'' remember to pause before playing macros, didn't you?) and go to the Stocks menu. Forbid all bags, regardless of what's inside them or what they're being used for (this is temporary). Exit to main screen and repeat the steps above, this time placing containers in your rooms. You will end up placing only chests / coffers / boxes, ignoring any bags. Repeat and play back for the rest of your bedrooms, then un-forbid your bags before un-pausing the game.&lt;br /&gt;
&lt;br /&gt;
==== Resizing Rooms ====&lt;br /&gt;
&lt;br /&gt;
If the bedroom is finished (at least all the beds are hauled to place), you may want to create a new macro to designate each room as a bedroom. {{k|q}}uery the building and select the first bed. Start a new macro and press {{k|r}} to designate it as a bedroom, then press + a few times to fill the available space. If you are fine with the size of the bedroom you can press enter, move on to the next bed, and repeat this for the whole row. If you want bedrooms that fill all the room and not all your bedrooms are the same size, you may have to press + a bit more or less for the larger cases. Repeat this for the rest of the rows as above.&lt;br /&gt;
&lt;br /&gt;
=== Mass Selector ===&lt;br /&gt;
&lt;br /&gt;
With this macro you can select a lot of things at once. Extremely helpful if you want to sell a lot of junk to the caravans. Record {{k|enter}}, then {{k|down}} about 10-25 times in a row. (For some menus you may wish to use {{k|enter}}, then {{k|+}}) When the caravan arrives, your dwarves haul all the bins to your Trade Depot for sale as normal. At the trade menu, load the macro and play it as many times as you like. The macro will select all the items in your &amp;quot;for sale&amp;quot; list, saving the bins you carried them in for later use. Be sure to at least browse through the final list once you're done to avoid selling items you didn't wish to sell, i.e. items that were in the same bin as your trade goods that you wish to keep, or non-wood items if you're trading with the Elves.&lt;br /&gt;
&lt;br /&gt;
=== Mass Trap Builder ===&lt;br /&gt;
&lt;br /&gt;
It's basically just the same as building items in bedrooms, but for traps. Useful for populating entire hallways with weapon or stone-fall traps.&lt;br /&gt;
&lt;br /&gt;
=== Custom Uniforms ===&lt;br /&gt;
&lt;br /&gt;
Since custom uniforms are not saved from one fortress to another, it can be tedious to remake them after each new embark. Instead, you can record a few macros to create each of your custom uniforms (Axedwarves with full armor, Wrestlers with light armor, Archers, Civilians, etc.) It is recommended to start recording each macro from the main window, before entering the (m)ilitary screen, and to avoid naming the uniform as part of the macro.  Because of the way the uniform menu is set up, you should also be careful not to move the cursor back into the uniform list during the recording of your macro, or problems may arise. As always, pause the game before you start recording or playback.&lt;br /&gt;
&lt;br /&gt;
=== Digging in Odd Directions/Shapes ===&lt;br /&gt;
&lt;br /&gt;
While it is very simple and fast to designate mining in any of the 6 possible linear directions (North, East, South, West, Up, and Down) in very long sections, specialized mining, such as diagonal hallways, circular rooms, etc., are more difficult.  It may be worth, for example, recording 4 macros that dig a short section of 3-tile wide hallway in non-standard directions (NE, NW, SW, and SE).  This way, when you want a hallway dug at a 45 degree angle you just load the appropriate macro and keep playing it until the hallway is the desired length.&lt;br /&gt;
&lt;br /&gt;
=== Downshafts ===&lt;br /&gt;
&lt;br /&gt;
Simple up/down stairs are easy to do, but if your standard fort layout includes stairs with empty spaces around them, like so...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
       (rooms)&lt;br /&gt;
&lt;br /&gt;
        %%..%%&lt;br /&gt;
        %....%&lt;br /&gt;
(more   ..XX.. (still&lt;br /&gt;
 rooms) ..XX..  more&lt;br /&gt;
        %....%  rooms)&lt;br /&gt;
        %%..%%&lt;br /&gt;
&lt;br /&gt;
       (etc...)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
...it can be cumbersome to designate all of that for multiple Z-levels at once. Instead, create a macro from one reference point (say, the top-left staircase of the 2x2 shaft or some such) and hit record, then designate the staircase area as you see fit. Move the cursor back to your reference point and move down one Z-level, then stop recording. You can now load it up and play it wherever you need it.&lt;br /&gt;
&lt;br /&gt;
For added awesomeness, trim out the extra commands in a text editor as described above. Then highlight the whole macro and copy/paste it into a new file, copying the commands 5 times or as many as you want. Then save the new macro as a separate file (be sure to rename it at the top of the macro text as well). In this way you can have easy-to-use macros for digging your own standard stairwell. Separate macros for 1 level, 5 levels, and 20 levels seem to work well.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting Scripts ==&lt;br /&gt;
Users may experience some issues in getting external scripts to work, particularly when using looping scripts when experiencing low frame-rates.&lt;br /&gt;
* If experiencing low frame-rates, try adding delays (&amp;quot;Sleep 100&amp;quot; to pause for 100 milliseconds for example) within macros to allow the interface to keep up. If there are nested loops, sometimes adding a pause at the end of an inner loop is all that is needed to flush the keyboard buffer.&lt;br /&gt;
* Another way to add delay during and after each simulated key press is to put &amp;lt;B&amp;gt;SetKeyDelay, 40, 40&amp;lt;/B&amp;gt; at the start of the macro.&lt;br /&gt;
* Make sure that Dwarf Fortress maintains focus. IM windows are the enemy! Who needs friends anyhow? You've got Dwarf Fortress.&lt;br /&gt;
* This may go without saying, but most macros assume standard key-mappings. If you're using non-standard ones, you may have to edit the macro to get it to work.&lt;br /&gt;
* Visiting liaisons can bring up screens that eat keystrokes, throwing a long-looping script out-of-phase with where it expects the game to be.  Wait for the farewell screen before running a long script, or just pause the game beforehand.&lt;br /&gt;
* The &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; function supports keys that the &amp;lt;B&amp;gt;Send&amp;lt;/B&amp;gt; function does not, for example {{key|Shift-Enter}}.  According to the AutoHotKey documentation, &amp;lt;B&amp;gt;SendPlay&amp;lt;/B&amp;gt; may also be better at preventing dropped keystrokes.&lt;br /&gt;
&lt;br /&gt;
=== General Fortress Mode Hotkeys Script ===&lt;br /&gt;
An attempt at speeding up various designations. Includes an up/down stair builder, a fast move up/down, and some select-and-advance keys. Please see [[user:DDR#Dwarf_Fortress_General_AHK_Script]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=258817</id>
		<title>Thread</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thread&amp;diff=258817"/>
		<updated>2021-08-18T09:07:14Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Grammar: Fix awkward phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|14:34, 18 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dyed thread.png|thumb|right|44x40px|[[Rope reed]] fiber threads]]&lt;br /&gt;
&lt;br /&gt;
[[Plant fiber]]s, [[wool]], and [[web]]s can be turned into weavable '''thread'''.  Such thread can then be [[weaver|woven]] into '''[[cloth]]''', which can be used to create a variety of textile products such as [[bag]]s, [[clothing]], [[rope]] or [[craft]]s. ''(For a full discussion of the process and possibilities, see [[textile industry]].)''&lt;br /&gt;
&lt;br /&gt;
*A [[dwarf]] with the [[thresher]] [[labor]] enabled can process plants (any plants with THREAD_PLANT_TEMPLATE in the raws) into '''thread''' at a [[farmer's workshop]] with the &amp;quot;Process Plants&amp;quot; job order. &lt;br /&gt;
*Wool is collected from sheep, alpacas and llamas by the &amp;quot;Shear creature&amp;quot; job; the resulting &amp;quot;stacks&amp;quot; of wool must then be processed to yarn with the &amp;quot;Spin thread&amp;quot; job. These jobs also take place at the farmer's workshop and require the [[shearer]] and [[spinner]] labors.  &lt;br /&gt;
*With a [[loom]], any dwarf with the [[weaver]] [[labor]] enabled will ''automatically'' collect any spider [[silk]] [[web]]s that are on the ground, turning them into thread, by default. This can be disabled in the {{k|o}}rders menu.&lt;br /&gt;
&lt;br /&gt;
Animal hair that is produced from a butchered animal can be spun into '''hair thread''' at a [[farmer's workshop]] using the &amp;quot;Spin Thread&amp;quot; order, but cannot be used for the production of '''cloth''' or related items.  &lt;br /&gt;
&lt;br /&gt;
Any '''thread''' can be used in a [[hospital]] to suture any wounds shut, or at a [[craftsdwarf's workshop]] to bind quires into [[codex|codices]]. These are the only uses of thread made from the hair of non-shearable creatures, as they cannot be spun into [[yarn]].&lt;br /&gt;
&lt;br /&gt;
All types of thread, weavable or not, can be [[dyer|dyed]].&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] strands are treated as thread, too: they can be dyed, used to suture wounds and woven into cloth. However, most adamantine strands are quickly turned into wafers, to avoid such usage — using adamantine for a [[suturer]]'s job is widely seen as a frivolous waste of a rare and precious resource.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Thread]]&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&amp;diff=258787</id>
		<title>DF2014:Pedestal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Pedestal&amp;diff=258787"/>
		<updated>2021-08-16T01:26:54Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:30, 2 February 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{furniture|name=Pedestal&lt;br /&gt;
|tile=ï&lt;br /&gt;
|wood=y&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|rooms=&lt;br /&gt;
[[Museum]]}}&lt;br /&gt;
&lt;br /&gt;
A '''pedestal''' is a piece of [[furniture]] that can be used to display other items. Pedestals are created from [[wood]], [[stone]], [[glass]], or [[metal]] at a [[carpenter's workshop]], [[craftsdwarf's workshop]], [[glass furnace]], or [[metalsmith's forge]], respectively. While they only cost 1 material to build, it requires 2 bars to be crafted at a forge. Unlike most other furniture items, a metal pedestal is made using [[metalcrafting]], not [[blacksmithing]]. At a metalsmith's forge, it is listed under &amp;quot;Other Objects&amp;quot; and not &amp;quot;Furniture&amp;quot;. Pedestals are stockpiled in furniture stockpiles under &amp;quot;Other Large Tools&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Pedestals are listed as Display Furniture in the {{k|b}}uilt menu, with hotkey {{k|F}}. Once built, a pedestal can be examined with {{k|q}} and the display item(s) can be selected with {{k|d}}. The display item selection menu displays all items that can be displayed on the pedestal. Highlighting one of the items automatically shows its description and location at the bottom of the screen. Putting an item onto the pedestal is done by [[Hauling#Item_hauling|item haulers]]. &lt;br /&gt;
&lt;br /&gt;
Pedestals can be used to display just about any item, but dwarves will only get happy thoughts from seeing furniture displayed on a pedestal, whereas they will receive happy thoughts from viewing an item in a display case. The value of an item on a pedestal contributes to the wealth of a [[guildhall]] but not the quality of a [[room]].&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], pedestals can be found in most generated sites, sometimes alongside [[display case]]s. It is possible to place an item on a pedestal by standing next to (or on) it and {{k|p}}utting the item onto the pedestal. Likewise, it is possible to remove an item from a pedestal by standing on the same tile as it and {{k|g}}rabbing it. These actions will be seen by NPCs as, respectively, placing  or taking the item from the site. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_PEDESTAL}}}}&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=258725</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=258725"/>
		<updated>2021-08-12T21:11:56Z</updated>

		<summary type="html">&lt;p&gt;Catgofire: Remove errant closing paren&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|11:55, 22 June 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
&lt;br /&gt;
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, [[traction bench]]es, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.&lt;br /&gt;
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'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals &amp;quot;requesting&amp;quot; diagnosis in the [[Health screen|z-health screen]]. &lt;br /&gt;
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All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
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==Setting up a hospital==&lt;br /&gt;
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure &amp;quot;Hospital&amp;quot; is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.&lt;br /&gt;
* Build [[container]]s ({{k|b}}-{{k|h}}) to store hospital supplies. A small hospital can manage with 2 containers, while a fully-fledged fortress with an adventurous military may need as many as 8. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Build one or more [[traction bench]]es ({{k|b}}-{{k|R}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.&lt;br /&gt;
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as individual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).&lt;br /&gt;
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
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== Skills and injuries==&lt;br /&gt;
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.&lt;br /&gt;
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* [[Diagnostician]] - determines what procedures (of the other four) are necessary&lt;br /&gt;
:* [[Surgeon]] - repairs serious injuries to muscle, bones, organs&lt;br /&gt;
:* [[Suturer]] - stops serious bleeding &lt;br /&gt;
:* [[Wound dresser]] - finalizes closed wounds for healing&lt;br /&gt;
:* [[Bone doctor]] - sets simple breaks for healing&lt;br /&gt;
...''and...''&lt;br /&gt;
* [[Labor|Recovering wounded]] - for those who cannot walk to a hospital zone&lt;br /&gt;
* Feed patients/prisoners - for those who cannot walk to food/drink&lt;br /&gt;
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Those with the '''recover wounded''' labor will attempt to carry a wounded dwarf to the hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves, especially ones in full armor, are not light, and these laborers should not have low strength [[attribute]]s.  Note that recovering wounded appears to be an extremely low priority task.  Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move them first.&lt;br /&gt;
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A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury, a treatment labor will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
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[[Wound|Injuries]]&lt;br /&gt;
:{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
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|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; {{gametext|'''NONE: No recorded active wounds on the part.'''|7:1}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; {{gametext|'''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''|8:1}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; {{gametext|'''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''|9:1}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#00ffff&amp;quot;&amp;gt; {{gametext|'''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''|3:1}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; {{gametext|'''BROKEN: The part has lost all structural integrity or muscular ability.'''|4:1}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; {{gametext|'''MISSING: The part is completely gone.'''|#999}}&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
If a chief medical dwarf is appointed, you can view your fortress' health using the {{k|z}}-status key, or individually by selecting a dwarf and using {{k|w}} for wounds section.&lt;br /&gt;
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*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
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: Surgery also covers repair of [[Health care#Infection|infected]] or rotten wounds.  Typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care or just bad luck.&lt;br /&gt;
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* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth (for minor fractures), splints and casts, or traction benches. [[Health screen#Fifth Key Column|Grasping]] is often impaired during healing.  The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
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*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured.  Severe wounds to hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
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* Closed wounds will be dressed by a wound dresser.  &lt;br /&gt;
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Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.&lt;br /&gt;
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==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.&lt;br /&gt;
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Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
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An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
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== Equipment ==&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
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A '''traction bench''' is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
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It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
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=== Casts ===&lt;br /&gt;
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Casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.&lt;br /&gt;
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Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
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=== Splints ===&lt;br /&gt;
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed. Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up, since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.&lt;br /&gt;
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They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints seem to be an effective alternative to plaster casts, and are easier to obtain and prepare. Splints are categorized as [[finished goods]].&lt;br /&gt;
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=== Other equipment===&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.&lt;br /&gt;
*[[Table]]s are used to conduct operations on.&lt;br /&gt;
*[[Bed]]s are used by patients to rest.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold the water for its uses.&lt;br /&gt;
*[[Container]]s are used to store hospital supplies.&lt;br /&gt;
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==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.&lt;br /&gt;
* Consider making use of [[burrow]]s to ensure your healthcare workers stay in the area. &lt;br /&gt;
* You may wish to consider individual rooms for each bed, if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize.&lt;br /&gt;
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.&lt;br /&gt;
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen.  Embarking with a dwarf skilled in diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.&lt;br /&gt;
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately, so long as there is an idle dwarf.&lt;br /&gt;
* Create &amp;quot;nurses&amp;quot; by setting dwarves to only use the Recover wounded, Give food and Give water labors. &lt;br /&gt;
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).&lt;br /&gt;
** &amp;quot;Recover wounded&amp;quot;, &amp;quot;Give food&amp;quot; and &amp;quot;Give water&amp;quot; are low-priority jobs, so it is entirely possible for a patient to starve, dehydrate, or bleed to death if no one ever gets &amp;quot;unbusy&amp;quot; enough to bring them food or water, or move them to the hospital.&lt;br /&gt;
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle — if they become injured, they cannot treat themselves.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Best bet is ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* Set the hospital zone to inactive and forbid everything in it when you don't have any real medical issues. Doing this will prevent adamantine thread and cloth from being stored. It will also prevent dwarves who have no real injuries from useless resting there (harmless evil weather syndromes can result in this, medics will cancel diagnose patient due to &amp;quot;not resting&amp;quot; because the resting phase usually ends very fast).&lt;br /&gt;
* You may want to disable the hospital if your dwarves are doing something physically dangerous like engaging in battle with a goblin army. Dwarves will go into &amp;quot;resting mode&amp;quot; at the slightest injury and &amp;quot;wait&amp;quot; to be recovered, being promptly struck down. They will continue to fight until they actually pass out from pain or exhaustion with the hospital temporarily disabled. You can re-enable the hospital once all hostiles have been dealt with.&lt;br /&gt;
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Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands.  You may want to forbid these during medical emergencies.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
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{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
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{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>Catgofire</name></author>
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