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	<updated>2026-05-28T22:21:19Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=281118</id>
		<title>Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=281118"/>
		<updated>2023-01-01T17:00:08Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dining_hall_preview.jpg|thumb|320px|right|Where goblin-slaying stories and slamming mead come together.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Tomas Honz''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
A '''dining room''' is a [[zone]] where dwarvevs will go to eat. The assigned zone may be either assigned to a specific dwarf (usually a [[noble]]) or designated as a '''dining hall'''. A valuable communal dining hall is an excellent way to reduce [[stress]].  Dwarves can still eat at a table and chair without designating it or the room they are in as a dining room, however.&lt;br /&gt;
&lt;br /&gt;
==Constructing a dining hall==&lt;br /&gt;
In order to construct a dining hall, first {{k|b}}uild a {{k|t}}able, then use the {{k|q}} menu to designate the table as a {{k|r}}oom. Some players place [[food]] [[Stockpile#Food|stockpile]]s nearby in hopes that this will lessen the time it takes dwarves to grab a bite to eat. &lt;br /&gt;
&lt;br /&gt;
Once a dining hall has been designated, you may {{k|a}}ssign the room to a specific dwarf or further designate it as a meeting {{k|h}}all using the {{k|q}} menu. Dining halls assigned as meeting halls will attract idle dwarves, which may or may not be useful, depending on individual play style.&lt;br /&gt;
&lt;br /&gt;
An example dining room is shown below. It includes: a dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png]]&lt;br /&gt;
&lt;br /&gt;
===Stress considerations===&lt;br /&gt;
*  A good general rule of thumb is to have enough tables and chairs to serve one fifth (1/5) of your fortress population at any given time. Plan ahead for [[immigrant]]s.  More never hurts, but may never be necessary.&lt;br /&gt;
&lt;br /&gt;
* While it might be common sense to put a chair on either side of a table, or even 4 chairs around a single table, in DF one table is only enough for one dwarf.  While a  dining room of any size is designated from a single table, dwarves will receive negative [[thought]]s from eating at a dining room (or anywhere else) without both a chair ''and'' [[orthogonal]]ly adjacent table to themselves.  To prevent this, {{k|b}}uild multiple {{k|t}}ables and add a {{k|c}}hair or throne next to each table, and make sure any chair will not be paired with the wrong table, and vice versa.&lt;br /&gt;
&lt;br /&gt;
*Since the room quality is determined solely by the total value of all items and furniture, it is possible to make a legendary room simply by having a great many more chairs and tables than you actually need, which will give your mason something to do and give your fort room to grow in the future. Artifacts that can be used in animal and weapon traps, like mechanisms, will add immensely to room value and impress any dwarf that looks at them, even if they are useless where they are placed. Artifacts you can build are a huge boon for this reason.&lt;br /&gt;
&lt;br /&gt;
*The total [[value]] of a dining room will affect how happy dwarves get about eating there. Because dining rooms tend to be large and have lots of potentially valuable furniture, it is fairly simple to get incredibly valuable dining rooms that help offset the depression of a dwarf's best friend being torn apart by [[goblin]]s. Building furniture from valuable materials such as [[flux]], [[obsidian]], or various [[metal]]s helps. [[engraver|Decorating the walls and floors]] is also an easy way to make a dining hall more valuable. Try to use an experienced engraver for this important task to maximize room value.&lt;br /&gt;
&lt;br /&gt;
*Dwarves with a [[table]] or [[chair]] in their [[quarters]] may opt to eat their meals there instead of using your magnificent dining hall (forgoing the positive thought and possibly generating negative thoughts as well). To avoid this, do not install tables or chairs in your non-[[noble]] dwarves' quarters.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ub mosus | elvish = esi imira | goblin = ngubung xustxu | human = izrol coni}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281117</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281117"/>
		<updated>2023-01-01T16:53:39Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: /* Barracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse) will sleep and store their belongings in. Requires a [[bed]].&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep.&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
A Barracks zone is a zone where a [[military]] will go to sleep, train, or store their equipment.&lt;br /&gt;
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== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281116</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281116"/>
		<updated>2023-01-01T16:52:57Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: /* Dining hall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse) will sleep and store their belongings in. Requires a [[bed]].&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep.&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
A Dining Hall is a zone where dwarves go to eat. Requires one or more [[Table|tables]].&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=281115</id>
		<title>Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dining_room&amp;diff=281115"/>
		<updated>2023-01-01T16:52:26Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Remove obsolete references to rooms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dining_hall_preview.jpg|thumb|320px|right|Where goblin-slaying stories and slamming mead come together.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Tomas Honz''&amp;lt;/small&amp;gt;]]A '''dining room''' is a [[zone]]. The assigned zone may be either assigned to a [[noble|specific dwarf]] or designated as a '''dining hall'''. A valuable communal dining hall is an excellent way to reduce [[stress]].  Dwarves can still eat at a table and chair without designating it or the room they are in as a dining room, however.&lt;br /&gt;
&lt;br /&gt;
==Constructing a dining hall==&lt;br /&gt;
In order to construct a dining hall, first {{k|b}}uild a {{k|t}}able, then use the {{k|q}} menu to designate the table as a {{k|r}}oom. Some players place [[food]] [[Stockpile#Food|stockpile]]s nearby in hopes that this will lessen the time it takes dwarves to grab a bite to eat. &lt;br /&gt;
&lt;br /&gt;
Once a dining hall has been designated, you may {{k|a}}ssign the room to a specific dwarf or further designate it as a meeting {{k|h}}all using the {{k|q}} menu. Dining halls assigned as meeting halls will attract idle dwarves, which may or may not be useful, depending on individual play style.&lt;br /&gt;
&lt;br /&gt;
An example dining room is shown below. It includes: a dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart_dining_area.png]]&lt;br /&gt;
&lt;br /&gt;
===Stress considerations===&lt;br /&gt;
*  A good general rule of thumb is to have enough tables and chairs to serve one fifth (1/5) of your fortress population at any given time. Plan ahead for [[immigrant]]s.  More never hurts, but may never be necessary.&lt;br /&gt;
&lt;br /&gt;
* While it might be common sense to put a chair on either side of a table, or even 4 chairs around a single table, in DF one table is only enough for one dwarf.  While a  dining room of any size is designated from a single table, dwarves will receive negative [[thought]]s from eating at a dining room (or anywhere else) without both a chair ''and'' [[orthogonal]]ly adjacent table to themselves.  To prevent this, {{k|b}}uild multiple {{k|t}}ables and add a {{k|c}}hair or throne next to each table, and make sure any chair will not be paired with the wrong table, and vice versa.&lt;br /&gt;
&lt;br /&gt;
*Since the room quality is determined solely by the total value of all items and furniture, it is possible to make a legendary room simply by having a great many more chairs and tables than you actually need, which will give your mason something to do and give your fort room to grow in the future. Artifacts that can be used in animal and weapon traps, like mechanisms, will add immensely to room value and impress any dwarf that looks at them, even if they are useless where they are placed. Artifacts you can build are a huge boon for this reason.&lt;br /&gt;
&lt;br /&gt;
*The total [[value]] of a dining room will affect how happy dwarves get about eating there. Because dining rooms tend to be large and have lots of potentially valuable furniture, it is fairly simple to get incredibly valuable dining rooms that help offset the depression of a dwarf's best friend being torn apart by [[goblin]]s. Building furniture from valuable materials such as [[flux]], [[obsidian]], or various [[metal]]s helps. [[engraver|Decorating the walls and floors]] is also an easy way to make a dining hall more valuable. Try to use an experienced engraver for this important task to maximize room value.&lt;br /&gt;
&lt;br /&gt;
*Dwarves with a [[table]] or [[chair]] in their [[quarters]] may opt to eat their meals there instead of using your magnificent dining hall (forgoing the positive thought and possibly generating negative thoughts as well). To avoid this, do not install tables or chairs in your non-[[noble]] dwarves' quarters.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ub mosus | elvish = esi imira | goblin = ngubung xustxu | human = izrol coni}}&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{Category|Zones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281114</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281114"/>
		<updated>2023-01-01T16:51:23Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: /* Dormitory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse) will sleep and store their belongings in. Requires a [[bed]].&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
A dormitory is a zone containing multiple [[Bed|beds]] where all dwarves that do not have a Bedroom assigned to them will sleep.&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281113</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281113"/>
		<updated>2023-01-01T16:50:07Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
A bedroom is a zone where a single dwarf (and possibly their spouse) will sleep and store their belongings in. Requires a [[bed]].&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281112</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zone&amp;diff=281112"/>
		<updated>2023-01-01T16:48:38Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: /* Office */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}} &lt;br /&gt;
[[Image:Zones menu v50.03.png|right]]&lt;br /&gt;
'''Zones''' are areas where your citizens will work, socialize, rest, or perform specific duties, such as [[fishing]], dumping objects, or collecting [[water]].&lt;br /&gt;
Zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of [[fun|danger]].&lt;br /&gt;
&lt;br /&gt;
Zones can be placed in any [[revealed tile]], including in [[open space]], over a [[river]], or on top of a [[building]] or [[stockpile]]. They are placed in one of three ways: rectangular, draw, or (for some zones) multi. From within the Zones [[menu]] ({{k|z}}), selecting the zone type will open the zone creation menu. From here, you can select whether to create a zone in a rectangle (at which point you click the two corners for the zone), draw (where clicking adds single squares to the zone). You can enable erasing at any time and use rectangle and draw to remove squares from the zone. The number shown indicates how many selected floor tiles can be used for that type of zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[stockpiles]], multiple zones can overlap.&lt;br /&gt;
&lt;br /&gt;
For select zones types you can change from Paint to Multi mode in which you can draw multiple rectangle over multiple rooms, and each room valid for that zone type will be a separate zone. The number shown is the number of zones created in the last rectangle drawn, and the undo button will only undo the last rectangle created.&lt;br /&gt;
&lt;br /&gt;
Some zones can be further specified into [[locations]] after creation. To do this first create the relevant zone, then click the Add Location button (+) to further specify it into a location. Multiple zones can be added to a single location, allowing them to span multiple rooms.&lt;br /&gt;
&lt;br /&gt;
In some cases (pen/pasture, pit/pond) additional orders can then be set from the same menu. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. The size of zones is unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Meeting area ==&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate. Additionally, [[immigration|immigrants]] will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off. Note that the [[wagon (embark)|wagon]] you [[embark|arrive with]] constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings, it is important to do so, so as to get your dwarves and animals out of danger quickly. It is a good idea to have at least one meeting area of one form or another: It allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable within the fortress. A meeting area filled with dwarves increases the [[social skill]]s of idlers. It makes idle dwarves a little less idle. Because almost every dwarf visits a meeting area at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting area exposed to sunlight will additionally prevent dwarves from becoming [[cave adaptation|cave-adapted]]. Note that having dwarves socialize will often result in them forming [[relationship]]s.&lt;br /&gt;
&lt;br /&gt;
It is not advisable to have animals mill around in crowded meeting areas for a prolonged time, as they will pick fights with dwarves and other animals. While this may be negligible in the case of a hen, it also applies to your [[Dog#War dogs|war dogs]] (although this can be partly beneficial, since all your dwarves will get combat experience from being bitten occasionally, especially the children, who mill around constantly).&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
{{main|Office}}&lt;br /&gt;
&lt;br /&gt;
An office is a zone required by some [[Noble|nobles]], and requires a [[chair]].&lt;br /&gt;
&lt;br /&gt;
== Bedroom ==&lt;br /&gt;
{{main|Bedroom}}&lt;br /&gt;
&lt;br /&gt;
== Dormitory ==&lt;br /&gt;
{{main|Dormitory}}&lt;br /&gt;
&lt;br /&gt;
== Dining hall ==&lt;br /&gt;
{{main|Dining hall}}&lt;br /&gt;
&lt;br /&gt;
== Barracks == &lt;br /&gt;
{{main|Barracks}}&lt;br /&gt;
&lt;br /&gt;
== Pen/Pasture ==&lt;br /&gt;
{{main|Pasture}}&lt;br /&gt;
&lt;br /&gt;
A pen or a pasture is used to contain tame animals. Once one is created, animals must be assigned to it individually from the zone information menu. Dwarves will drag the assigned animals to the pen or pasture automatically. Domestic animals tend to aggregate at [[meeting area]]s instead, as will herbivorous ones, which will lead to probably starvation unless your meeting area is overgrown with [[grass]] or fungi for some reason. Any tame creature with the &amp;quot;grazer&amp;quot; token in the raws should be assigned to a pasture.  This includes mules, cows, goats, horses, yaks, unicorns etc.  Animals will not typically wander out of their assigned pasture even if it is not walled in, however animals will abandon their posts and will have to be dragged back to them if they are threatened by enemies, and an exposed pasture may lead to premature slaughter at the hands of invaders. Since pets can be assigned to pen/pastures and a zone can be created under a [[dwarven atom smasher]], this is one of the easiest ways to prevent [[catsplosion]]s.&lt;br /&gt;
&lt;br /&gt;
== Archery range == &lt;br /&gt;
{{main|Archery range}}&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
{{TipBox2|titlebg=#c00|textbg=#ffd|[[File:warning_icon.png|25px]]&amp;amp;nbsp;Warning!|There have been multiple reports of hostile creatures escaping confinement while pitting. In previous versions, only &amp;quot;thief&amp;quot; type creatures, flyers, or large creatures like titans would escape using this system. The 0.40 behavior is still being investigated. Use of forbidden tightly closed hatches above every hole appears to prevent escape. &lt;br /&gt;
See [[Mass pitting]] for more. If there are walls under the hole's edges rather than open space, they will allow [[Climber|grabbing and climbing]], so you may want to dig out an overhang, or at least [[Smoothing|smooth]] these walls.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a [[ramp]] or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole, such that the zone designation is floating in the open space above the floor of the pit/pond.  By default, the zone will be a pit.  To toggle between pit and pond, press corresponding icon in zone information menu.&lt;br /&gt;
&lt;br /&gt;
Creatures can be assigned to a pit/pond. If the creature is [[cage]]d, a dwarf will release it from the cage (rather than bringing the cage to the pit). The dwarf will lead the beast to the pit and throw it in. If the pit is a ramp rather than a hole, the creature will then wander back out, as it will if the pit has some other exit path (which would include straight back up the hole for flying creatures). Note that some (or possibly all?) hostile creatures may escape on being released from their cage, possibly attacking the dwarf who opened the cage. &lt;br /&gt;
Additionally, dwarves refuse to pit dwarves, hostile or not.&lt;br /&gt;
{{Colored Notice Box||See [[Mass pitting]] for more information on pit design involving hostile creatures.}}&lt;br /&gt;
&lt;br /&gt;
The only real difference between a pit and a pond is that dwarves will attempt to fill a pond with [[water]], carried by [[bucket]] from a water source. They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  This works even if there is a forbidden [[floor hatch]] covering the hole. Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds. Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7. Specifying a pond zone is one technique used for [[irrigation]], in order to make [[mud]] for [[farming]] on areas without soil. Currently, no matter how large the designated pond area, only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
To make obsidian or cleanse stagnant water with fresh water, the pond zone must be designated an extra tile above the magma/stagnant pool, so that the water falls for a full tile before contacting the surface.&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty; this may be undesirable, although otherwise-idle dwarves performing this task won't be making any friends.  Only dwarves with the [[Hauling#Water_hauling|Water hauling]] labor enabled will fill ponds.&lt;br /&gt;
&lt;br /&gt;
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items marked for dumping - either by manual setting of dump status from item information menu, or {{k|i}} - {{k|p}} (bulk dumping; note that this designates ''all'' items on the tiles for dumping, even built [[furniture]] and items inside [[container]]s). Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles, which can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. Despite the name, garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump. If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
Be aware that if a garbage zone is designated beside a cliff or hole (any open space, either natural or dwarf-made), garbage will be thrown into the open space. If a dump is designated over a [[ramp]] to the next level down, some dwarves may walk down the ramp to dump their items, while others may just toss their items down from above and onto those dwarves, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
== Water source ==&lt;br /&gt;
Dwarves will use these zones to draw water, to satisfy booze-less [[thirst]], to tend to another thirsty dwarf (with the Give Water job), or to fill a [[#Pit/Pond|Pond zone]]. Only tiles ''adjacent'' to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. This zone should ''not'' be used with [[well]]s - this is redundant, as they are already considered their own water source.&lt;br /&gt;
&lt;br /&gt;
If this zone does not exist, any water source can be used. If at least one water source zone exists, then dwarves will only get water from these zones.&lt;br /&gt;
&lt;br /&gt;
Remember that natural bodies of water usually contain aquatic wildlife, some of which may attack your dwarves, or at least spook civilians, and interrupt their tasks. Often it may be best to simply designate a safe body of water as a water source so dwarves aren't allowed to drink/fish anywhere else.&lt;br /&gt;
&lt;br /&gt;
Normally, creatures cannot attack any dwarves through a [[well]] so long as the well is not on the same z-level as the top of the lake/river, thus building one will allow your dwarves safe access to water inhabited by vicious animals (as long as those can't climb).&lt;br /&gt;
&lt;br /&gt;
When dangerous fish are found in the river, one solution is to dig an artificial [[channel]] and place a [[grate]] between it and the river proper, as fish cannot swim through grates, but grates still allow water through. However, beware [[Grate#Bugs|the bug with flow and ''wall'' grates]] - taking water via U-shaped tunnel capped with ''floor'' grates may be safer. If you use a completely isolated smooth reservoir filled with [[pump]]-filtered water, it may still need protection, since the dwarf operating a pump stands right next to its water source tile.&lt;br /&gt;
Placing floor grates over the river or channel may also protect dwarves by preventing them from falling in.&lt;br /&gt;
&lt;br /&gt;
[[Carp]] and other non-[[vermin]] fish suffocate if they are not in water, so in some situations it might be possible to pump the water out of a lake or pond. Conversely, an open water body (river or sea) not only cannot be subjected to temporary drainage, but even if there isn't anything dangerous right now, it may arrive later.&lt;br /&gt;
&lt;br /&gt;
== Animal Training ==&lt;br /&gt;
{{main|Animal Training}}&lt;br /&gt;
An animal training zone allows [[Animal trainer|animal training]]. Animals cannot be trained unless they are in a training zone or [[pasture]] or on a [[restraint]]. &lt;br /&gt;
To be tamed, they must be in a [[cage]]. For making an animal training zone, it is advisable to create a small room with a [[Door|tightly shut door]]. The training zone should be combined with a pasture to keep in wild animals. This will make sure your animals don't escape when they are not being trained.&lt;br /&gt;
&lt;br /&gt;
== Dungeon ==&lt;br /&gt;
{{main|Jail}}&lt;br /&gt;
&lt;br /&gt;
== Tomb ==&lt;br /&gt;
{{main|Tomb}}&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
Dwarves will preferably use these zones when [[fishing]], using them up until their supply is exhausted before moving on to the next water source. As with water sources, only tiles ''adjacent'' to water qualify as usable tiles. Far-flung fisherdwarves fishing in a distant [[river]] or [[pool]] are a serious defensive liability in case of an attack, so designating a safer fishing zone and, optionally, restricting non-zone fishing in the [[standing orders]] menu will help keep your fisherdwarves safe. Dwarves can fish through a [[grate]] or even a [[well]], provided there is water in the tile 1 z-level below the activity zone.&lt;br /&gt;
&lt;br /&gt;
The [[Captured live fish|capture live fish]] job can ''only'' be carried out at a designated fishing zone.&lt;br /&gt;
&lt;br /&gt;
== Gather Fruit ==&lt;br /&gt;
This will automate plant-gathering jobs in this area, necessary if you want your dwarves to collect fruit from the floor or trees. If there are fruit-bearing trees in the designated area, a dwarf will fetch a [[stepladder]] to climb into the tree. The ladder-using dwarf will drop harvested fruit to the ground for others to collect and haul. The details can be set in a sub-menu.&lt;br /&gt;
&lt;br /&gt;
== Sand collection ==&lt;br /&gt;
{{main|Glass industry#Collecting sand}}&lt;br /&gt;
A '''sand collection''' zone allows dwarves with the [[item hauling]] labor active to fill an unused [[bag]] with [[sand]] for use in the [[glass industry]]. The 'collect sand' task is created at a [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
== Clay collection ==&lt;br /&gt;
{{main|Ceramic industry#Clay collection}}&lt;br /&gt;
A '''clay collection''' zone allows dwarves with the [[item hauling]] labor active to create [[clay]] for use in the [[ceramic industry]]. The 'collect clay' task is created at a [[kiln]].&lt;br /&gt;
&lt;br /&gt;
{{Zones}}&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Zones}}&lt;br /&gt;
[[ru:Zones]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=281110</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=281110"/>
		<updated>2023-01-01T16:40:16Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: /* Woodcutting and the military: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must be selected in the '''Woodcutters''' [[work detail]] or have it set to &amp;quot;Everybody does this&amp;quot; in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], probably because like mining it requires a tool to be equipped{{verify|Is this still relevant now that we have work details?}}.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter in the appropriate work detail.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Set tree chopping orders&amp;quot; (in the bottom bar, or press {{k|l}}).&lt;br /&gt;
# Click on the starting point (one corner of the desired triangle).&lt;br /&gt;
# Click (again) on the opposite corner of the desired rectangle to be cut. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using keyboard cursor if enabled.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting work detail enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting work detail enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe {{Verify|how does this apply for the new work detail system?}}.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labor{{bug|1451}}.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Any part of the tree's &amp;quot;trunk&amp;quot; can be cut to bring the entire tree down. There is no &amp;quot;pruning&amp;quot; of tree limbs in ''Dwarf Fortress''.&lt;br /&gt;
** If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;ground-level&amp;quot; trunk will not also be designated, and the tree will not be cut down unless that higher-level branch can be accessed.&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward, with standard ''Dwarf Fortress'' lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
** Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree in this case is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches and try to coax the creature out first.&lt;br /&gt;
* If the tile in the z-level under the tree's trunk is mined out first, cutting the tree down will remove the ground (floor) tile, creating a hole.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry possible in a well-forested [[biome]], if not always infinitely sustainable.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a [[war animal]] or other work animal.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  [[Stepladder]]s aid this process. However, clear-cutting a large area will lower your food production if you rely a lot on herbalists.  Underground &amp;quot;trees&amp;quot; (being the current in-game model for fungi) do not produce fruit.&lt;br /&gt;
* Wood production can be sped up if the woodcutters are excluded from a [[haul|wood hauling]] work detail, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==== Woodcutting and the military: ====&lt;br /&gt;
There are several quirks, tricks and outright bugs found in the area overlapping woodcutters and axedwarves...&lt;br /&gt;
&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you remove the woodcutting labour of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labour to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* There is bug where, if you had an axedwarf in the military, and then remove them from their squad, no other dwarf will pick up that axe for woodcutting. Go to your s{{k|q}}uads menu and disband that squad - that will free up the axe(s) for woodcutting duty. &lt;br /&gt;
* Again - it's best if you can keep your woodcutters/woodcutting axes separate from your axedwarves/military axes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Craftsdwarf%27s_workshop&amp;diff=281104</id>
		<title>Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Craftsdwarf%27s_workshop&amp;diff=281104"/>
		<updated>2023-01-01T16:26:37Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{DF2022 workshop|name=Craftsdwarf's workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
* [[Stonecrafting]]&lt;br /&gt;
* [[Woodcrafting]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Ivory]]&lt;br /&gt;
* [[Tooth]]&lt;br /&gt;
* [[Horn]]&lt;br /&gt;
* [[Pearl]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Thread]]{{version|0.42.01}}&lt;br /&gt;
* [[Wax]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
|production=&lt;br /&gt;
&lt;br /&gt;
* Rock [[Craft]]s, [[Mug]]s, [[Instrument]]s, [[Toy]]s, [[Jug]]s, [[Large pot|Large Pots]], [[Hive]]s, and [[Nest box|Nest Boxes]]&lt;br /&gt;
* Wood, Plant Fiber Cloth, Silk, Shell, Ivory, Tooth, Horn, Pearl, Bone and, Leather [[Craft]]s&lt;br /&gt;
* Rock [[Short sword|Short Sword]]s&lt;br /&gt;
* Wooden and Bone [[Bolt]]s&lt;br /&gt;
* Bone, Shell, Ivory, Tooth, Horn, and Pearl [[Decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Bone [[Legging]]s, [[Greave]]s, [[Gauntlet]]s, and [[Helm]]s&lt;br /&gt;
* Shell [[Legging]]s, [[Gauntlet]]s, and [[Helm]]s&lt;br /&gt;
* [[Adamantine]] Strands&lt;br /&gt;
* [[Scroll]]{{version|0.42.01}}, [[Quire]]{{version|0.42.01}}, and [[Book]]{{version|0.42.01}}&lt;br /&gt;
* Wood and Stone [[Scroll rollers]]{{version|0.42.01}} and [[Book binding]]{{version|0.42.01}}&lt;br /&gt;
* [[Instrument]]s and instrument pieces&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Craftsdwarf's workshop''' is used to make [[craft]]s of many different kinds and perform a few specialized jobs. It can be built from any construction material  by a dwarf with the [[Bone carver|Bone Carving]], [[Stonecrafting]], or [[Woodcrafting]] [[labor]]s enabled.&lt;br /&gt;
&lt;br /&gt;
The craftsdwarf's workshop is the cornerstone of [[trading|trade]] in ''Dwarf Fortress''. All crafts can be traded for [[food]], [[alcohol]], [[weapon]]s, and other goods. Many crafts can also be acquired by dwarves as personal items, displayed on [[pedestal]]s, or used in activities like drinking, music, and play. Various goods, [[furniture]] and [[bolt]]s can also be [[decoration|decorated]] with [[bone]], [[pearl]], [[horn]], [[ivory]], or [[shell]]s to increase their [[value]]. &lt;br /&gt;
&lt;br /&gt;
Other crafts are more directly useful to your fortress: [[tool]]s such as [[large pot]]s, [[jug]]s, and [[nest box]]es can be created at this workshop. Large pots, particularly, can serve as a plentiful replacement for [[wood]]en [[barrel]]s in most circumstances. &lt;br /&gt;
&lt;br /&gt;
The craftsdwarf's workshop can also be used to create [[armor]] from bone or shell, make [[bolt]]s from [[wood]] or bone, assemble rock [[short sword]]s from [[obsidian]] and [[wood]], and extract strands of [[adamantine]] for refinement.&lt;br /&gt;
&lt;br /&gt;
==Ammo==&lt;br /&gt;
Trees and the bones of butchered or slaughtered animals provide a plentiful and renewable source of material for ammunition.  When making [[wood]] bolts, a single log produces a stack of 25 bolts.  When making [[bone]] bolts, an entire stack of bones is brought to the workshop, and then ''one'' bone from that stack becomes a stack of 5 bolts.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Bone or shell armor, while vastly inferior to [[metal]] [[armor]], is still better than nothing.  Only 4 armor parts may be made from bone: leggings, greaves, gauntlets and helms.  Only 3 parts may be made from shell: leggings, gauntlets and helms.&lt;br /&gt;
&lt;br /&gt;
Making bone leggings or greaves requires 3 stack of bones, but it only consumes 1 bone from each stack.  (You cannot use a stack of 3 bones instead.  There must be 3 separate stacks.)  Making bone gauntlets consumes 1 bone from 1 stack, and produces both a right and a left gauntlet.  Making a bone helm consumes 1 bone from 1 stack.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Most crafting jobs require the respective labors, however; [[shell]], [[ivory]], tooth, [[horn]], and [[pearl]] are all worked by [[Bone carver|Bone Carvers]].&lt;br /&gt;
*[[Metal]] crafts are made at a [[metalsmith's forge]]. You can, however, make crafts out of metal '''ores''' by enabling the appropriate nugget use in the {{K|z}} [[Stone]] menu. This will result in fewer crafts, but [[quality]] modifiers may offset the difference in value.&lt;br /&gt;
*Other [[cloth]] and [[leather]] items are made at a [[clothier's shop]] or [[leather works]], respectively.&lt;br /&gt;
*[[strange mood|Moody]] dwarves without a moodable skill will claim a craftsdwarf's workshop and produce a legendary stone, wood, or bone craft.&lt;br /&gt;
*Multi-part [[Instrument]]s can be assembled here (assumed that single-part bone/thread/stone instruments can as well) {{version|0.42.01}}&lt;br /&gt;
* Instrument pieces can be made here from bone, thread, and stone.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Impassable_tile&amp;diff=281101</id>
		<title>Impassable tile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Impassable_tile&amp;diff=281101"/>
		<updated>2023-01-01T16:23:08Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Impassable tiles are no longer a thing  - rewrite page to note this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#2:1]XX[#2:0]X&lt;br /&gt;
[#2:1]XX[#2:0]X&lt;br /&gt;
[#2:1]XX[#2:0]X&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In older versions of Dwarf Fortress, '''Impassable tiles''' were tiles in a [[building]] that creatures cannot move into. Now, no buildings have such tiles - dwarves can stand and move on all building tiles.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Impassable tile]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_smelter&amp;diff=281100</id>
		<title>Magma smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_smelter&amp;diff=281100"/>
		<updated>2023-01-01T16:20:29Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Furnace|name=Magma smelter|key=l|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Magma-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Metal]] [[ore]]&lt;br /&gt;
* Meltable metal item&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
* [[Bituminous coal]] or [[Lignite]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[bar|bars]]&lt;br /&gt;
* [[Coke]] bars&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Magma smelter''' is a special variation of the basic [[smelter]] that uses [[magma]] as a source of heat, instead of [[fuel]].&lt;br /&gt;
&lt;br /&gt;
To function, magma smelters must be built with at least one of the eight edge tiles occupying an open space with at least 4/7 magma on the next floor down. This magma can be natural, or channeled from a larger source, or otherwise [[Magma#Bringing magma up|transported from another level]] to a trench designed to hold the magma.&lt;br /&gt;
&lt;br /&gt;
Magma smelters do not consume any magma from their magma source - you can use a single tile of 4/7 (or deeper) magma below the smelter as an infinite heat source.&lt;br /&gt;
&lt;br /&gt;
Note that both [[pig iron]] and [[steel]] production still require &amp;quot;[[fuel]]&amp;quot; as a part of the recipe, as a source of carbon for the reaction.&lt;br /&gt;
&lt;br /&gt;
Creatures can climb up through the open tile that the building is built on, making them a potential entry point into your fortress. The smelter in older versions had an [[impassable tile]] that could be used to prevent this, but it has been removed as of v50.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Ru:Magma smelter]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Gosling&amp;diff=208252</id>
		<title>DF2014:Gosling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Gosling&amp;diff=208252"/>
		<updated>2014-07-27T03:08:02Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[DF2014:Goose]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Raw_adamantine&amp;diff=206900</id>
		<title>Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Raw_adamantine&amp;diff=206900"/>
		<updated>2014-07-19T15:53:36Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{stonelookup/0|wiki=Adamant}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
The ore of [[adamantine]] is absurdly valuable, and can be processed into one of the most valuable [[material]]s in the game, both in monetary value and utility.  Its discovery is both a blessing and a curse; it has a massive [[value]] even unrefined, and weapons and armor made from it are very likely among the best possible.  Its high melting point means you can easily use it to build magma-safe mechanisms and floodgates, but this is not recommended due to its scarcity and value in other items.&lt;br /&gt;
&lt;br /&gt;
Raw adamantine has a [[Item_value#Material_multipliers|Material Multiplier]] of x250. For a comparison to other mined materials, generic [[stone]] has a MM of x1, [[obsidian]] x3, [[native silver]] x 10, [[native gold]] x30, and [[native platinum]] x40.  Processed [[adamantine]] &amp;quot;metal&amp;quot; has a multiplier of x300, the highest in the game of any [[material]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Adamantine is so valuable, both in price and usefulness, that a special message pops up when your miners discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:raw adamantine 34.11.png]]&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
Every map can contain adamantine, regardless of the location. Very small maps can lack adamantine veins, usually however multiple veins are present (~1 per 4 embark squares). If an adamantine vein is located in an embark square, it will be in the center of this square. Adamantine veins can appear on the surface, but will be bordered by a great magma sea.(Confirmed in adventure mode)&lt;br /&gt;
&lt;br /&gt;
More specific statistics, [http://www.bay12forums.com/smf/index.php?topic=69048.msg1677543#msg1677543 from this forum post]:&lt;br /&gt;
&lt;br /&gt;
: Word of Toady, and supported by all the careful research I've seen so far, is that there is one blue spire generated in every 2x2 [[embark]] grid, randomly placed amongst the four embark squares.  Every 16x16 region square therefore has exactly 64 blue (and one special [[main:HFS|HFS]]).  A 2x2 embark aligned to the grid will have exactly one blue spire.  A 2x2 embark offset may have as few as none or as many as four blue spires.  Over all the possible configurations of 2x2 embarks, your odds are as follows (rounded): zero blue, 20.4%; one blue, 60.6%, two blue, 17.8%, three blue, 1.8%, four blue, 0.1%, with an average (not surprisingly) of one blue; you also have a chance of special HFS of about 1.6%.  &lt;br /&gt;
&lt;br /&gt;
: A 3x3 is guaranteed (barring serious program bugs) to have at least one blue, has an average of 2.25 blue, and a max of four blue, with a special HFS chance of about 3.5%.  An unaligned 4x4 still has a minimum of one blue, but an average of four blue, and a max of nine blue; with special HFS chance of about 6.3%; aligning it with the grid gives you exactly four blue.  Moving up to a 5x5 increases the minimum blue to four, with an average of 6.25 and a max still of nine; the special HFS chance is 9.8%.  If you're planning on making the HFS a major part of your fortress and don't cheat with reveal, an aligned 4x2 is the smallest you can generate that is guaranteed to have multiple blue (and therefore a high chance of multiple entrances, reducing the risk that one of the spires will not be traversable).&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. Once extracted, adamantine strands will be stored in Cloth stockpiles which have the appropriate materials enabled.&lt;br /&gt;
&lt;br /&gt;
==Veins and Mining==&lt;br /&gt;
&lt;br /&gt;
[[File:Adamantine_vein_large_profile.png|200px|thumb|right|A profile view of an adamantine vein travelling through an underground cavern, solid rock, and a magma sea. For more detail and resolution click the thumbnail.]]&lt;br /&gt;
&lt;br /&gt;
It's worth noting that a tile of Raw adamantine, when mined out, will always produce a stone. Raw adamantine veins, in contrast to usual ore veins, span z-levels nearly exactly straight upwards, and are thicker than many gem clusters. Adamantine veins can span from 5 to 30-40 z-levels, sometimes even significantly more. Despite being impossibly strong in its refined form, a simple copper pick works fine for mining it out, and the vein is full of raw adamantine ripe for the diggin'. Just make sure you don't dig too deep...&lt;br /&gt;
&lt;br /&gt;
One serious downside to mining veins of raw adamantine is that they are hollow, and digging into the hollow section will lead to a certain [[Hidden fun stuff|spoiler]], triggering [[losing|dangerously large amounts of fun]] which can and usually will wipe out even a mature, heavily defended fortress. On the bright side, the location of all adamantine veins will be revealed at this time.&lt;br /&gt;
&lt;br /&gt;
Hollow sections are always 2x2 tiles in size, encased by a 4x4 unbroken block of adamantine. A hollow section on one z-layer shares at least one x or y tile with the hollow sections above and below it. Using these constants, it is easy to determine where the hollow sections are not and mine the &amp;quot;safe&amp;quot; areas only, allowing you to mine about 50% of vein safely. However, one wrong designation can lead to disaster...&lt;br /&gt;
&lt;br /&gt;
Adamantine can be found in vertical pillars in the [[magma sea]]. This makes mining difficult, as one must either drain the area around the pillar to mine the pillar fully, or in cases of thicker pillars, mine out only the interior without breaching the exterior layer (and thus flooding the interior with magma). However, with the access to vast amounts of water almost guaranteed on any map thanks to underground lakes, it might be possible to use selective flooding to cool the magma around the adamantine, and build walls of obsidian around them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Hidden_fun_stuff&amp;diff=206899</id>
		<title>DF2014:Hidden fun stuff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Hidden_fun_stuff&amp;diff=206899"/>
		<updated>2014-07-19T15:52:55Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Create redirect so that migrated pages that link to this work properly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hell]]&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Deep_pit&amp;diff=206879</id>
		<title>Deep pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Deep_pit&amp;diff=206879"/>
		<updated>2014-07-19T03:55:16Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|fine}}&lt;br /&gt;
&lt;br /&gt;
'''Deep pits''' are a type of hollow underground feature, basically holes of a fixed shape reaching down from one [[caverns|cavern]] layer to the next. The top [[z-level]], where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
Deep pits act as a flyer-only passage for lower-level creatures to path to your fortress, which is a bad thing. On the other hand, they can be used for garbage disposal and in retracting-[[bridge]] [[trap design|trap]]s, as it's a long, long way down to the bottom, and will render anything that falls through into bloody splatters.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kimberlite&amp;diff=206864</id>
		<title>Kimberlite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kimberlite&amp;diff=206864"/>
		<updated>2014-07-18T19:45:08Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Kimberlite''' is a type of [[stone]], found as veins in [[stone layers|layer]]s of [[gabbro]].  While a basic stone itself, it is unique in that is the only stone in which [[gem|diamond]]s are found, and it is the only ''dark'' blue stone in the game (the only ''bright'' blue stone in the game is [[cobaltite]]).&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=206863</id>
		<title>Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crop&amp;diff=206863"/>
		<updated>2014-07-18T19:35:11Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Filled in some garden vegetable info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(This article is about plants. If you want information about trees, see [[Tree]].)''&lt;br /&gt;
&lt;br /&gt;
'''Crops''' (or more accurately '''plants''') can either be [[farming|farmed]], traded for, or acquired by plant gathering. Farming happens at farm plots. There are two types of crops: above ground and subterranean. The [[seed]]s of subterranean crops may be brought from the starting embark screen or, with some small luck, purchased from dwarven caravans. Above ground crops and [[seed]]s may be purchased from human or elven caravans or gathered by dwarves with the [[plant gathering]] labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!).  There is a limit of 200 seeds of a given type at a time, after which no more will be produced.&lt;br /&gt;
&lt;br /&gt;
A few of the plants listed below are not strictly crops, as they have no seeds and can't be planted (see note &amp;quot;4&amp;quot;, below.) &lt;br /&gt;
&lt;br /&gt;
Most plants can be brewed into alcohols, each plant type producing a different variation, and dwarves do prefer some variety in their drink. Some plants may be eaten raw, others must be cooked first, others must be processed first (by milling or plant processing) before they are edible, and still others are inedible, producing only non-food products (their seeds can be cooked anyway, however). Drinks may be cooked as ingredients in prepared meals, but at least one of the ingredients must be a non-liquid.&lt;br /&gt;
&lt;br /&gt;
All drinks require a spare [[barrel]] or [[large pot]] for storage, and some other products also require specific containers for storage. Plants can be stored in barrels or without a container; seeds are stored individually or in [[bag]]s which can then be put into barrels. It may be advisable to have a small stockpile that accepts only seeds next to your farm(s), since dwarves will happily carry entire pots of seeds across the map to pick up a single seed, leading to cancellation spam and irregular planting.  &lt;br /&gt;
&lt;br /&gt;
Plump helmets and pig tails can be harvested 25 days after sowing. All other subterranean crops need about 42 days.&lt;br /&gt;
&lt;br /&gt;
Standard plants have been changed very little from the previous version; tiles and colors have been upgaded, and brewing, pressing and processing plants to bags have been reimplemented as reactions, which means these options will be unavailable in the workshop if materials are missing.&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Plump helmet|tile=♠|color=5:0|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Pig tail|tile=τ|color=7:0|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; ale|drinkv=10|prod=Pig tail thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Cave wheat|tile=τ|color=7:1|seasons={{seasons3||1|1|}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; beer|drinkv=10|cook=p|prod=Dwarven wheat flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sweet pod|tile=Φ|color=4:1|seasons={{seasons3|1|1||}}|biome=Wet cavern|value=4|drink=Dwarven&amp;lt;br /&amp;gt; rum|drinkv=10|cook=p|prod=Dwarven sugar (m)&amp;lt;br /&amp;gt;Dwarven syrup (l)|prodv=20☼&amp;lt;br /&amp;gt;100&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{plant table row|name=Quarry bush|tile=♣|color=7:0|seasons={{seasons3|1|1|1|}}|biome=Wet cavern|value=4|cook=p|prod=Quarry bush leaves (b)&amp;lt;br /&amp;gt;Rock nut paste (m)&amp;lt;br /&amp;gt;Rock nut press cake (s)&amp;lt;br /&amp;gt;Rock nut oil (s)|prodv=50&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;1☼&amp;lt;br /&amp;gt;5}}&lt;br /&gt;
{{plant table row|name=Dimple cup|tile=♥|color=1:1|biome=Wet cavern|value=4|prod=Dimple [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Muck root|super=4|tile=τ|color=0:1|biome=Wetland/Wet|value=1|drink=Swamp&amp;lt;br /&amp;gt;whiskey|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Bloated tuber|super=4|tile=Φ|color=6:0|biome=Wetland/Dry|value=2|drink=Tuber&amp;lt;br /&amp;gt; beer|drinv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Kobold bulb|super=4|tile=Φ|color=0:1|biome=Wetland/Wet|value=5|prod=[[Gnomeblight]] (e)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Prickle berry|tile=:|color=2:0|biome=Not freezing/Dry|value=1|drink=Prickle&amp;lt;br /&amp;gt;berry wine|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Strawberry|tile=:|color=4:0|biome=Not freezing/Dry|value=4|drink=Strawberry&amp;lt;br /&amp;gt;wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Longland grass|tile=τ|color=6:1|biome=Not freezing/Dry|value=4|drink=Longland&amp;lt;br /&amp;gt;beer|drinkv=10|cook=p|prod=Longland flour (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Valley herb|super=4|tile=ÿ|color=2:1|seasons={{seasons3|1|||}}|biome=Temperate grassland/Dry|value=10|cook=y|prod=[[Golden salve]] (v)|prodv=100}}&lt;br /&gt;
{{plant table row|name=Rat weed|tile=τ|color=2:0|biome=Not freezing/Wet|value=1|drink=Sewer&amp;lt;br /&amp;gt; brew|drinkv=5|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Fisher berry|tile=:|color=7:0|biome=Not freezing/Wet|value=4|drink=Fisher&amp;lt;br /&amp;gt;berry wine|drinkv=10|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Rope reed|tile=ƒ|color=2:0|biome=Not freezing/Wet|value=4|drink=River&amp;lt;br /&amp;gt; spirits|prod=Rope reed thread (p)|prodv=2}}&lt;br /&gt;
{{plant table row|name=Blade weed|tile=τ|color=2:0|biome=Not freezing/Dry|value=4|prod=Emerald [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Hide root|tile=τ|color=6:0|biome=Not freezing/Dry|value=1|prod=Redroot [[dye]] (m)|prodv=10}}&lt;br /&gt;
{{plant table row|name=Sliver barb|tile=τ|color=0:1|biome=Not freezing/Dry|align=Evil|value=1|drink=Gutter&amp;lt;br /&amp;gt; cruor|drinkv=5|prod=Sliver [[dye]] (m)|prodv=20}}&lt;br /&gt;
{{plant table row|name=Sun berry|tile=:|color=6:1|biome=Not freezing/Wet|align=Good|value=9|drink=Sunshine|drinkv=25|eat=y|cook=y}}&lt;br /&gt;
{{plant table row|name=Whip vine|tile=§|color=3:1|biome=Not freezing/Dry|align=Savage|value=1|drink=Whip wine|drinkv=15|cook=p|prod=Whip vine flour (m)|prodv=25}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; To get the products/extracts from the plants they have to be processed, in the following [[workshop]]s, using the following [[labor]]s:&lt;br /&gt;
::*'''m''': mill ([[cave wheat]], [[sweet pod]], [[longland grass]], [[whip vine]], [[dimple cup]], [[blade weed]], [[hide root]], [[sliver barb]]): At [[quern]] or [[millstone]], using [[milling]].&lt;br /&gt;
::*'''b''': process to bag ([[quarry bush]]): At [[farmer's workshop]], using [[plant processing]]. In 0.40.01 this reaction neglected to produce any seeds; this bug was fixed in 0.40.02.&lt;br /&gt;
::*'''s''': press paste into oil ([[quarry bush]]): At [[screw press]].&lt;br /&gt;
::*'''l''': process to barrel ([[sweet pod]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''p''': process plant ([[pig tail]], [[rope reed]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''v''': process to vial ([[valley herb]]): At farmer's workshop, using plant processing.&lt;br /&gt;
::*'''e''': extract plant essence ([[kobold bulb]]): At [[still]], using [[plant gathering]].&lt;br /&gt;
&lt;br /&gt;
== Garden Plants ==&lt;br /&gt;
All garden plants are above-ground, and can grow year-round. Garden plants are defined in a separate file from standard plants, named, somewhat predictably, plant_garden.txt &amp;lt;br /&amp;gt;&lt;br /&gt;
Unlike standard plants, garden plants will also produce growths - leaves, buds, flowers, pods and fruits.&lt;br /&gt;
As a general rule, leaves can be only cooked, buds can be both cooked and brewed. // todo: fill in rest; didn't get that far.&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Artichoke|tile=:(58)|color=6:0|biome=Temperate grassland/Dry|value=2&lt;br /&gt;
  |drink=artichoke&amp;lt;br /&amp;gt; wine|drinkv=2|eat=y|cook=y&lt;br /&gt;
  |prod=leaves (green)&amp;lt;br /&amp;gt;heart (purple)&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;1}}&lt;br /&gt;
{{plant table row|name=Asparagus|tile=:(58)|color=2:0|biome=Temperate/Dry|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |prod=leaves (yellowish-green)&amp;lt;br /&amp;gt;flowers (green)&amp;lt;br /&amp;gt;fruits (poisonous)&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;1}}&lt;br /&gt;
{{plant table row|name=Bambara groundnut|tile=:|color=2:0|biome=Tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;fruits&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;1}}&lt;br /&gt;
{{plant table row|name=String bean|tile=:|color=2:0:1|biome=Temperate/Dry|value=2&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;pod&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;1}}&lt;br /&gt;
{{plant table row|name=Broad bean|tile=:|color=2:0:1|biome=Temperate/Dry|value=2&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;pod&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br ?&amp;gt;?☼&amp;lt;br /&amp;gt;1}}&lt;br /&gt;
{{plant table row|name=Beet|tile=:|color=4:0:1|biome=Temperate grassland/Dry|value=2&lt;br /&gt;
  |drink=beetroot wine|drinkv=2|eat=y|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;seeds&amp;lt;br /&amp;gt;&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Bitter melon|tile=:|color=2:0:1|biome=Tropical/Dry|value=2&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;fruit&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Cabbage|tile=:|color=2:0:1|biome=Temperate/Dry|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Caper|tile=:|color=2:0|biome=Desert, Grassland/Dry|value=2&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |prod=leaves&amp;lt;br /&amp;gt;buds&amp;lt;br /&amp;gt;flowers&amp;lt;br /&amp;gt;fruits&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Wild carrot|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Cassava|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Celery|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Chickpea|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Chicory|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Cowpea|tile=?|color=?|biome=Tropical grasslands/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Cucumber|tile=?|color=?|biome=Tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Eggplant|tile=?|color=?|biome=Tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Garden cress|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Garlic|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Horned melon|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Leek|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Lentil|tile=?|color=?|biome=Not freezing/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Lettuce|tile=?|color=?|biome=Temperate, tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Mung bean|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Muskmelon|tile=?|color=?|biome=Temperate,tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Onion|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Parsnip|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Pea|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Peanut|tile=?|color=?|biome=Tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Pepper|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Potato|tile=?|color=?|biome=Not freezing/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Radish|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Red bean|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Rhubarb|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Soybean|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Spinach|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Squash|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Sweet potato|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Taro|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Tomato|tile=?|color=?|biome=Tropical dry broadleaf forest/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Tomatillo|tile=?|color=?|biome=Tropical dry broadleaf forest, tropical grassland, tropical savanna, tropical shrubland/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Turnip|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Urad bean|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Watermelon|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Winter melon|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Lesser yam|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Long yam|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Purple yam|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=White yam|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Passion fruit|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Grape|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Cranberry|tile=?|color=?|biome=Temperate, tundra, taiga/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Bilberry|tile=?|color=?|biome=Temperate, tundra, taiga/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Blueberry|tile=?|color=?|biome=Temperate, tundra, taiga/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Blackberry|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Raspberry|tile=?|color=?|biome=Temperate/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Pineapple|tile=?|color=?|biome=Tropical/Dry|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crop Plants ==&lt;br /&gt;
&lt;br /&gt;
{{plant table head}}&lt;br /&gt;
{{plant table row|name=Single-grain wheat|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Two-grain wheat|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Soft wheat|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Hard wheat|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Spelt|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=n&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Barley|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Buckwheat|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Oats|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Alfalfa|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Rye|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Sorghum|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Rice|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Maize|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Quinoa|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Kaniwa|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Bitter vetch|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Pendant amaranth|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Blood amaranth|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Purple amaranth|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Red spinach|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Elephant-head amaranth|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Pearl millet|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=White millet|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Finger millet|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Foxtail millet|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Fonio|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Teff|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Flax|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Jute|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Hemp|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Cotton|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Ramie|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Kenaf|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
{{plant table row|name=Papyrus sedge|tile=?|color=?|biome=?|value=?&lt;br /&gt;
  |drink=?|drinkv=?|eat=?|cook=?&lt;br /&gt;
  |prod=?&amp;lt;br /&amp;gt;seeds&lt;br /&gt;
  |prodv=?☼&amp;lt;br /&amp;gt;?}}&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single plant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards. Note that cooking leaves no seeds for re-planting.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These plants cannot be eaten/cooked until they are further processed, either by milling or extracting; see &amp;quot;products&amp;quot; column for process product.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These plants cannot be grown on a farm plot as they have no seeds. They can only be acquired through plant gathering (in season only) or trade.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Some products may require processing; see plant page for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Crops| }}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=206789</id>
		<title>Cave moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_moss&amp;diff=206789"/>
		<updated>2014-07-17T20:45:26Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Fine|15:38, 11 March 2011 (UTC)}}{{grasslookup/0|wiki=no}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cave moss''' is a peculiar [[grass]]-like growth that occurs in underground [[caverns]]. Animals such as [[cow]]s or [[yak]]s can be designated to graze on it via [[pasture]]s.&lt;br /&gt;
&lt;br /&gt;
Cave moss is functionally identical to [[floor fungus]], but should not be confused with normal [[moss]].  As with [[Caverns#Benefits|most underground grasses]], cave moss only appears after a [[caverns|cavern]] containing cave moss has been discovered.&lt;br /&gt;
&lt;br /&gt;
Cave moss will grow on a below ground [[soil]] surface or on a muddied stone surface that has not been smoothed.  The amount of mud on the surface does not affect the distribution or growth rate of subterranean plants [http://www.bay12forums.com/smf/index.php?topic=122150].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Satinspar&amp;diff=206729</id>
		<title>Satinspar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Satinspar&amp;diff=206729"/>
		<updated>2014-07-16T23:36:54Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{stonelookup/0}}{{av}}{{Quality|Exceptional|21:56, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Satinspar''' is a type of [[gypsum]] that is fibrous. It is found within [[gypsum]] as [[vein|cluster]]s and can be used to make [[gypsum plaster]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=206724</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=206724"/>
		<updated>2014-07-16T22:41:26Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: /* Skills */ Fixed link to main article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
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==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when choosing a site are the presence of aquifers, the availability of wood, ores, &amp;amp; soil, the climate, and your neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
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[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
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The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
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The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
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The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
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On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
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===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
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In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
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Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
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Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
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====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
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Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
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The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
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Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
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====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
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Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
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Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
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Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
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Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] which are generally only available through trading with Elves.&lt;br /&gt;
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====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
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Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
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The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
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Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
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There are two axes for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
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Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
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It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
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====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
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At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.&lt;br /&gt;
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The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert.&lt;br /&gt;
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You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
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====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
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An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
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===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
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===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
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==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.13--&amp;gt;&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.12--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
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===Prepare Carefully===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
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====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
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If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
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====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
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The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of &amp;quot;Proficient&amp;quot;). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
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====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
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:* 2 Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)&lt;br /&gt;
:* 2 Copper battle [[axe]]s (or bronze battle axes if your home civilization has no access to copper)&lt;br /&gt;
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)&lt;br /&gt;
:* 1 Wheelbarrow (If possible)&lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden buckets &lt;br /&gt;
:* 3 wooden splints &lt;br /&gt;
:* 3 wooden crutches&lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 2 random cow/ox/mule/horse (random sex)&lt;br /&gt;
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Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
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Cats and dogs are only included in the Play Now! package, you have to go into the pets list and add them when you Prepare Carefully.&lt;br /&gt;
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Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
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You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
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Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.&lt;br /&gt;
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If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
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====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
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If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
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If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
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==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
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The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
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===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
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'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
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===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
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'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
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'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
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'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
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'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;don't&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;NEVER&amp;lt;/s&amp;gt; DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=206723</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=206723"/>
		<updated>2014-07-16T22:39:41Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links&lt;/p&gt;
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&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
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'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual game play begins (but after [[World generation|generating a world]]), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
The main considerations to keep in mind when choosing a site are the presence of aquifers, the availability of wood, ores, &amp;amp; soil, the climate, and your neighbors.&lt;br /&gt;
There is just ONE BIG RULE: when your home civilization is too small, you will recognize after the second winter that you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg|center|Choose Fortress Location screen (v0.31.19)]]&lt;br /&gt;
&lt;br /&gt;
The Choose Fortress Location screen shows four separate sections, with three of them being views of the land at different levels of magnification: Local, Region, and World. A section of highlighted tiles in the Local view indicates the current embark location within the region. The local view constitutes a 16x16 grid of embark area tiles (each representing 48x48 tiles when you are playing the game) that is within a single region tile.  The world map cannot be directly controlled, and exists only to give you the overall view of where, relative to the rest of the features of the world, the region map is focused on.&lt;br /&gt;
&lt;br /&gt;
The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{k|u}}, {{k|m}}, {{k|k}}, and {{k|h}} move the embark location around within the Local view. {{k|U}}, {{k|M}}, {{k|K}}, and {{k|H}} will resize the embark location.  &lt;br /&gt;
&lt;br /&gt;
The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, generally [[Frames per second|slow your game down]], and have a dramatic effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers. Remember that each tile on your embark screen is 48x48 tiles large.&lt;br /&gt;
&lt;br /&gt;
On the far right of the screen is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{k|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{k|F1}}, {{k|F2}} and {{k|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]]. &lt;br /&gt;
&lt;br /&gt;
In the above image, the biome is &amp;quot;Temperate Savanna&amp;quot;, and the region the biome is part of is given a specific name: &amp;quot;The Velvety Hill&amp;quot;, part of the continent &amp;quot;The Jade Horn-Land&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[surroundings]].&lt;br /&gt;
&lt;br /&gt;
====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
&lt;br /&gt;
The climate is displayed as &amp;quot;Temperature: Warm&amp;quot; in the above image.&lt;br /&gt;
&lt;br /&gt;
Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river. Very hot climates may see all its surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
&lt;br /&gt;
====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
&lt;br /&gt;
Seen in the above image as &amp;quot;Trees: Sparse&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[potash]], for soap or fertilizing farms.&lt;br /&gt;
&lt;br /&gt;
Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seeds]] for some very helpful above-ground [[crops]] which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
&lt;br /&gt;
Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
&lt;br /&gt;
The surroundings of the example image are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.&lt;br /&gt;
&lt;br /&gt;
There are two axes for surroundings: savagery and alignment. Calm and neutral savagery are functionally identical. Savage lands are like normal lands, except they will frequently have giant or hostile humanoid versions of normal animals. For example, you might have a [[Tigerman]] instead of &amp;quot;merely&amp;quot; a [[tiger]] in a savage jungle.&lt;br /&gt;
&lt;br /&gt;
Good biomes are similar to neutral biomes, except have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s, and are generally no more dangerous than neutral biomes. Evil biomes are home to many dangerous creatures, often dead vegetation and even including undead versions of normal creatures, making for a far more hostile environment specifically for players who want to face a greater challenge to stay alive, especially early on. Trees might not grow in an evil area.&lt;br /&gt;
&lt;br /&gt;
It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
&lt;br /&gt;
At the bottom right of the biome view, some of the main features of the site are reported. You will be told whether the biome has a layer of soil on top of it (and how thick it is), and whether that soil includes [[clay]]. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. If there are metal ores, ''Shallow metal(s)'' and/or ''Deep metal(s)'' are reported. [[Flux]] is also reported if present.&lt;br /&gt;
&lt;br /&gt;
The depth of the soil layers is indicated by light brown text: ''Little soil'', ''Some soil'', ''Deep soil'' or ''Very deep soil''. Clay is reported as either ''Shallow Clay'' or ''Clay''. [[Sand]] is ''not'' reported here; the only way to be sure you'll have sand is to embark on a Sand Desert.&lt;br /&gt;
&lt;br /&gt;
You won't be told which kinds of metals are present. Your best bet for finding the raw materials for making [[steel]] is to look for a site with ''Shallow metals'' (note the plural) and ''Flux''. A biome with shallow metals listed has an extremely high chance of containing [[iron]]-bearing ores in a sedimentary layer near the surface. Failing that, you're practically guaranteed to get some [[copper]] ore (tetrahedrite).&lt;br /&gt;
&lt;br /&gt;
====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain up to 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer, see ''[[Aquifer]]''.&lt;br /&gt;
&lt;br /&gt;
===Changing Views===&lt;br /&gt;
Pressing {{k|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot; If any race is not represented on this page, it means that the civilization cannot reach you if you are in that location. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. If not even &amp;quot;Dwarves&amp;quot; appears, it means that your home civilization is dead, and there will be no [[immigration]] waves or [[Trading#Caravans|trade caravans]] from your home civilization. If this is the case, it is recommended you change to a still-existent civilization unless you want the challenge of having no support from the mountainhomes. Races that are hostile to you are represented by a series of red &amp;quot;-&amp;quot; marks. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{k|+}} and {{k|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. Civilization choice will affect who is at war with you, what goods are available for trade and at embark, who your regent will be (considering [[Main:Cacame Awemedinade|one might be surprised by who turns out to be one's regent]]), and if there are any surviving members of your civilization left to migrate to or trade with your fort. Some of this information is only viewable in [[Legends]] Mode, but you can view accessible goods and materials after hitting {{k|e}}mbark by looking at what items you can choose to embark with. If you don't like the options, simply {{k|Esc}} to get the main menu and choose Abort Game. You will have to find the site again, but it saves you from needing to abandon the fortress.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs. With the exception of rivers that cut through mountains, even apparently very steep cliffs will still have ramps that make it perfectly accessible for any creature or even the wagons in caravans (unless you have turned erosion off).&lt;br /&gt;
&lt;br /&gt;
===Reclaiming a fortress===&lt;br /&gt;
{{Main|Reclaim fortress mode}}&lt;br /&gt;
If you [[Reclaim fortress mode|reclaim the site]] of an abandoned fortress, upon arrival you may see goods, materials, and corpses left from the previous effort. These items will initially be [[forbid|forbidden]] and you will have to [[Reclaim|reclaim items]] before your dwarves will acknowledge their existence, for example to haul them to a graveyard or refuse [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==Creating Your Settlers==&lt;br /&gt;
===Play Now!===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.13--&amp;gt;&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter, Bowyer&lt;br /&gt;
* Woodcutter: Novice Wood Cutter, Furnace Operator, Wood Burner, Grower, Herbalist, Brewer, Cook, Lye Maker, and Potash Maker&lt;br /&gt;
* Stoneworker: Novice Mason, Engraver, Building Designer, and Mechanic&lt;br /&gt;
* Jeweler: Novice Stone Crafter, Wood Crafter, Bone Carver, Gem Cutter, and Gem Setter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Weaver, Clothier, Butcher, Tanner,  Leatherworker, and Fish Cleaner&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start.&lt;br /&gt;
&amp;lt;!--Note: Last Updated for v0.31.12--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
&lt;br /&gt;
===Prepare Carefully===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group.&lt;br /&gt;
&lt;br /&gt;
====Using the menu====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill. When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points. Higher-priced items will automatically be removed from view when selecting new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{{Main|Skills}}&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks can be bought in any one skill (for a maximum starting rank of &amp;quot;Proficient&amp;quot;). Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
&lt;br /&gt;
From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
&lt;br /&gt;
====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
&lt;br /&gt;
:* 2 Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)&lt;br /&gt;
:* 2 Copper battle [[axe]]s (or bronze battle axes if your home civilization has no access to copper)&lt;br /&gt;
:* 1 Iron [[anvil]] ( or Steel [[anvil]] if your home civilization has no access to iron)&lt;br /&gt;
:* 1 Wheelbarrow (If possible)&lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 6 bags containing 5x dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush [[seed]]s&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels)&lt;br /&gt;
:* 5 pig tail fiber thread&lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bags&lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden buckets &lt;br /&gt;
:* 3 wooden splints &lt;br /&gt;
:* 3 wooden crutches&lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 2 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
Embark sites with minimal Trees should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
&lt;br /&gt;
Cats and dogs are only included in the Play Now! package, you have to go into the pets list and add them when you Prepare Carefully.&lt;br /&gt;
&lt;br /&gt;
Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
&lt;br /&gt;
You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
&lt;br /&gt;
Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all if they are not available at your Mountainhome.&lt;br /&gt;
&lt;br /&gt;
If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
&lt;br /&gt;
====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template. You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.&lt;br /&gt;
&lt;br /&gt;
==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which with careful management can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine. Although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
&lt;br /&gt;
===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a containerful. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark point each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagment), few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s. Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though. You can start your fortress with just 106☼ worth of items (iron anvil - 100☼, 1 copper nuggets for 1 pick - 6☼, logs can be gathered from deconstructing the wagon and made into 1 training axe - 0☼, fire-safe building material = ash - 0☼, everything else can be made with the raw materials you get from wood-cutting and mining.).&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - &amp;lt;s&amp;gt;never&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;don't&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;NEVER&amp;lt;/s&amp;gt; DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing).&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Waterfall&amp;diff=206722</id>
		<title>Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Waterfall&amp;diff=206722"/>
		<updated>2014-07-16T22:33:18Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links&lt;/p&gt;
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A '''waterfall''' is any natural or engineered feature where water falls through open space for one or more z-levels. Natural waterfalls occur on [[river]]s traveling over [[cliff]]s or other hilly terrain. Engineered waterfalls can be constructed from any reliable water source, though reservoirs, rivers, and [[aquifer]]s are most common. &lt;br /&gt;
&lt;br /&gt;
==Benefits of waterfalls==&lt;br /&gt;
* Waterfalls generate [[mist]], which gives dwarves happy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
* Waterfalls will clean [[contaminant]]s from your dwarves, which may [[syndrome|save the fortress from a plague someday]]. &lt;br /&gt;
&lt;br /&gt;
* Natural waterfalls can provide a ready source of fish for your fortress. Construct [[grate|floor grates]] under the falls to catch falling creatures and fish will literally ''arrive at your doorstep'', already dead and ready to prepare. The downside is that there may be some blood splatters upon arrival. (Constructing the floor grates may require you to repeatedly de-[[suspend]] construction, as the dwarves will repeatedly complain about the site being submerged.)&lt;br /&gt;
&lt;br /&gt;
==Drawbacks of waterfalls==&lt;br /&gt;
* Waterfalls will impact your [[Frames per second|framerate]]. You can mitigate this somewhat (at the cost of micromanagement or complexity) by only operating your waterfall occasionally (which is much easier with engineered waterfalls).&lt;br /&gt;
&lt;br /&gt;
* Waterfalls can also have [[fun|interesting]] [[flood|effects]] on [[pressure|water pressure]]. Depending on what you are [[trap design|trying to do]], this may actually count as a benefit.&lt;br /&gt;
&lt;br /&gt;
* [[Freezing]] waterfalls are deadly to any dwarves unfortunate enough to end up in a block of ice. They also tend to deconstruct nearby constructions when freezing.&lt;br /&gt;
&lt;br /&gt;
* In some cases, the water at the top of an ''artificial'' waterfall can have low depth, causing dwarves to attempt to cross it, falling to the bottom of the waterfall.&lt;br /&gt;
&lt;br /&gt;
=Locating a natural waterfall=&lt;br /&gt;
While the site finder does not include waterfalls, the [[embark]] screen can still be used with fair accuracy to locate waterfalls for your fortress. Press {{k|Tab}} until you reach the relative height and cliff indicator screens, and follow rivers. Waterfalls are often located where two rivers intersect and the smaller river empties into the larger one. Some particularly tangled segments of rivers can result in maps with two or more waterfalls. Here, an example of a stream flowing into a minor river is shown. &lt;br /&gt;
&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:WaterfallLocation_2.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In most [[region]]s the relative height of rivers will be the same. This is generally the darkest color, to indicate the lowest point. However, there are places where the relative heights along rivers will change. This is a good hint as to the presence of a waterfall. Generally, the greater the difference in color, the more impressive the waterfall will be. This is of course only a relative measure: the same difference in color implies wildly greater levels of scenic grandeur in [[mountain]]s than it does in flatlands. The largest waterfalls are found where streams drop into major rivers near the mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Waterfall_3.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
The [[cliff]] indicator tool can be used to further confirm the presence of waterfalls, and to fine tune your embark area. In this example, the embark area straddles the tiles labeled as having cliffs with a height of four. The &amp;quot;flat&amp;quot; tiles labeled as dark blue zeroes are the southern extension of the stream: for the purposes of the [[site finder]], all segments of the stream are on the same height, including the cliff at the end. The exact location of the waterfall will be in the zero sandwiched between the fours. You can use this knowledge to fine-tune your embark area to your favorite size. In this case, a 3x3 map could be centered on the bottom zero tile, and a fortress built around the majestic centerpiece. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:WaterfallLocation_1.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is the end result of the example waterfall search: seven dwarves milling around in the dirt, and the stream Bristleditches the Messianic Vomit falling five z-levels as it spills into the minor river Skeweredseer, a teeming source of [[alligator]]s, [[longnose gar]], and [[carp]]. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;center&amp;gt;[[File:WaterfallLocation_4.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Building an artificial waterfall=&lt;br /&gt;
By creating a stream of falling water with screw pumps or making use of a river or brook on a high z-level, you can engineer a waterfall to take advantage of the happiness it causes. Such waterfalls can become highly complex indeed. &lt;br /&gt;
&lt;br /&gt;
Artificial waterfalls make excellent happiness generators, and are best placed in populated or well-[[traffic|trafficked]] areas like [[dining room]]s and main hallways. For added effect, the area surrounding the waterfall can be designated a [[meeting hall]] [[zone]].&lt;br /&gt;
&lt;br /&gt;
If your map has a [[cavern]] that you feel confident building in, consider building a sewage system that runs into the cavern and off the edge of the map. This way you can simply build a channel from a river to a specific area within your fortress and then have the water pour into the drain.  If you are feeling creative, create running water outlets across your fortress, all which run into your sewer system.&lt;br /&gt;
&lt;br /&gt;
Note that too much water coming down at once can blast your poor dwarves like a fire hose, throwing them into obstacles and injuring them, so careful tuning of throughput is sometimes required - the flow can be slowed down by building walls that force it to flow between corners. An alternative is to have the waterfall ''under'' the floor, with the mist filtering up through floor gates or bars, since the mist itself is what causes happy thoughts.&lt;br /&gt;
&lt;br /&gt;
''Always'' have some way to halt the inflow, such as a [[bridge]] or [[floodgate]]s operated by a [[lever]]. An oversight in your design that is flooding your fortress is all but impossible for your dwarves to fix if gushing water keeps blasting them away from it.&lt;br /&gt;
&lt;br /&gt;
== Design example==&lt;br /&gt;
&lt;br /&gt;
[[File:Simple_waterfall.jpg|thumb|right|A simple artificial waterfall, water position before starting pump]]&lt;br /&gt;
&lt;br /&gt;
Three [[z-level]]s are necessary to do this. On the bottom is the [[reservoir]] of water. The middle layer is the [[screw pump]] and the &amp;quot;[[meeting hall]]&amp;quot; where dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole through the ceiling of the meeting hall. Under this hole is a [[grate]] that connects  to the reservoir and prevents dwarves from falling in and drowning.&lt;br /&gt;
&lt;br /&gt;
The pump pulls water out the reservoir and pushes it up above the meeting hall. The water falls down through the grate, back into the reservoir. &lt;br /&gt;
&lt;br /&gt;
A more complicated Dwarven waterfall can be seen [http://mkv25.net/dfma/movie-193-artificalwaterfall here] at DFMA in movie form. A mistake to note: Water is hitting the side of the bridges, which splashes the water around and can knock dwarves in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Schist&amp;diff=206721</id>
		<title>Schist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Schist&amp;diff=206721"/>
		<updated>2014-07-16T22:14:18Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links&lt;/p&gt;
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'''Schist''' is a [[metamorphic layer|metamorphic]] [[stone]]. It contains a wide variety of [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:schist.jpg|Schist&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slate&amp;diff=206720</id>
		<title>Slate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slate&amp;diff=206720"/>
		<updated>2014-07-16T22:12:34Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed link&lt;/p&gt;
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'''Slate''' is an unremarkable [[metamorphic layer|metamorphic]] [[stone]]. It should not be confused with [[slade]], an entirely different (and quite spoileriffic) material.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slate&amp;quot; is the name of the second month of the Dwarven [[calendar]], covering mid-spring.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Slate is [[shale]] which has been metamorphosed at high temperatures and pressure. It is a common form of roofing where it can be accessed easily. &lt;br /&gt;
&lt;br /&gt;
Slate can range in color from a very dark, slightly blue grey to a light pink, and splits along layers, which are perpendicular to the pressure the slate was metamorphosed in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:SlateUSGOV.jpg|Slate&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alunite&amp;diff=206719</id>
		<title>Alunite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alunite&amp;diff=206719"/>
		<updated>2014-07-16T22:10:05Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed links&lt;/p&gt;
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'''Alunite''' is a [[magma-safe]] [[stone]] found in [[igneous extrusive layer|igneous extrusive]] and [[kaolinite]] [[stone layers]] in [[vein|cluster]]s. Aside from it potential applicability in controlling [[magma]], alunite is entirely unremarkable and has the same value as every other common stone. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Alunite - USGS Mineral Specimens 015.jpg|Raw alunite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bituminous_coal&amp;diff=206718</id>
		<title>Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bituminous_coal&amp;diff=206718"/>
		<updated>2014-07-16T22:06:46Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixed coke links&lt;/p&gt;
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{{quality|unrated}}{{stonelookup/0|uses=&lt;br /&gt;
* Create 9 [[fuel#Coke, from bituminous coal or lignite|coke]] at [[smelter]]}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bituminous coal''' is found in [[vein]]s in [[sedimentary layer]]s and is one of the two mineral sources of [[fuel]].  When processed at a [[smelter]] or [[magma smelter]], one unit of bituminous coal produces 9 units of [[fuel#Coke, from bituminous coal or lignite|coke]]. If done at a regular [[smelter]], this processing requires one pre-existing unit of fuel (either charcoal or coke), leaving a ''net'' production of 8 fuel.&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is flammable, and obviously is ''not'' a [[fire-safe]] material - if exposed to [[fire]] or [[magma]], an item made of bituminous coal will burn for the better part of a year before [[wear]]ing away. Exposure to [[water]] (including rain) will extinguish it, unless it happens to be stored in a [[bin]].&lt;br /&gt;
&lt;br /&gt;
Bituminous coal is '''not''' the same as [[fuel|&amp;quot;refined coal&amp;quot; or &amp;quot;coal&amp;quot;]], though it is directly related.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Of all the fallacies of the humans probably the most laughable is &amp;quot;Old Eartherism&amp;quot;.  Some humans have estimated the world's age from the ludicrous 6000, to the unimaginable 4.5 billion years.  As &amp;quot;proof&amp;quot; they point to the bones of giant lizards buried beneath the soil, and coal, which they claim is the byproduct of the lizard's decay.  Dwarven history extends back to 1 year after the creation of earth, and coal is amply documented even then.  Dwarves are also well aware of how those monstrous lizards' bones ended up underground, as well as *exactly* what they decay into.  They don't bother to correct the humans because they think they're cute when they're wrong.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Diorite&amp;diff=206717</id>
		<title>Diorite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Diorite&amp;diff=206717"/>
		<updated>2014-07-16T22:02:51Z</updated>

		<summary type="html">&lt;p&gt;ColonelThirtyTwo: Fixing links&lt;/p&gt;
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'''Diorite''' is an [[igneous intrusive layer|igneous intrusive]] [[stone]] which can form whole [[stone layers|layers]].&lt;br /&gt;
&lt;br /&gt;
Because diorite does not contain a wide variety of large cluster and veins, it is an interesting layer for players who insist on color uniformity. Digging and carving inside a Diorite layer will produce a uniformly dark gray area with occasional gold veins and small gem clusters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:diorite.jpg|Diorite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>ColonelThirtyTwo</name></author>
	</entry>
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