<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DiogenesOfMiami</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DiogenesOfMiami"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/DiogenesOfMiami"/>
	<updated>2026-05-25T15:53:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=294098</id>
		<title>Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quickstart_guide&amp;diff=294098"/>
		<updated>2023-06-14T18:23:21Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Drinks */ update UI for v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''For installation instructions, see [[Installation]].''&lt;br /&gt;
:''This is a quickstart guide for [[dwarf fortress mode]] for those who have never played before and quickly want to jump in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.''&lt;br /&gt;
:''Also see [[Tutorials]] for more detailed tutorials that people have submitted.''&lt;br /&gt;
{{TipBox2|float=right|Before you get started...|Always remember that '''losing is [[fun]]!''' Be prepared to lose a few fortresses before you get all the way through this guide &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while learning. But remember: losing means that next time, ''[[#Situational Awareness|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}&lt;br /&gt;
&lt;br /&gt;
So, you want to play '''Dwarf Fortress''', but you have no idea what to do. That's understandable; in ''Dwarf Fortress'' you can really do anything you like. It is a huge, complex, and totally open-ended game. But in order to do anything, first you need a sustainable fortress. It turns out that this is not as hard as you might think.&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|446px|right|[[Main:From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] - This is a flowchart showing approximately what sequence of actions players usually take when starting up a new fort. Feel free to ignore it if you want. It's not necessary to refer to this to understand the rest of the guide, but by the time you finish the guide it will probably all make sense.]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Keeping Up|While the guide contains many links, you may still need to look something up. Refer to the [[Dwarf fortress mode|Fortress Mode Reference Guide]] or use the wiki [[Special:Search|search]] function. Also, don't hesitate to [[Main:Troubleshooting|ask for help]] if you can't find answers on the wiki.}}&lt;br /&gt;
&lt;br /&gt;
This is just the Quickstart Guide, so we skip lots of details on the UI. If you're looking for more UI help as you get deeper into your first fortress, you may also want to read this section in the [[Dwarf_fortress_mode#Gameplay_user_interface|Fortress Mode Guide]].&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
== Options menu ==&lt;br /&gt;
{{main|Dwarf_fortress_mode#Options_screen|l1=Options screen}}&lt;br /&gt;
&lt;br /&gt;
Most basic game-related tasks (saving, keybindings, sound, etc.) are performed through the options menu, which can be reached with {{k|Esc}} from the main screen.&lt;br /&gt;
&lt;br /&gt;
To save and quit back to the main menu, select {{DFtext|Save and return to title menu}}.&lt;br /&gt;
{{tc|#d00|Unless you know what you are doing, do not select either}} {{DFtext|Retire the Fortress (for the time being)}} or {{DFtext|Abandon the Fortress to Ruin}}! These will essentially cause you to lose your save.&lt;br /&gt;
&lt;br /&gt;
=World Generation=&lt;br /&gt;
First, [[World generation|generate a new world]]. ''Dwarf Fortress'' worlds are always procedurally randomly generated - there is no &amp;quot;default&amp;quot; or &amp;quot;standard&amp;quot; world. Luckily, the basic version of this process is simple, and with these suggested settings won't take too long. Wait until the game shows that the world has been generated, since stopping history too soon can limit material availability for embark and trade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting World|&lt;br /&gt;
For your first game, [[World generation|generate a new world]] using the {{DFtext|Create new world}} option in the main menu with the following options:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|World map size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|History length}} is {{DFtext|100 years|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Very Low|3:1}}&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Everywhere|3:1}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Embark =&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
{{main|Embark}}&lt;br /&gt;
&lt;br /&gt;
Embarking is the process of choosing a site, outfitting your initial dwarves, and sending them on their way.&lt;br /&gt;
&lt;br /&gt;
After generating a world, select {{DFtext|Play now}} then choose fortress mode. The game will load and update the world, then show the world map.&lt;br /&gt;
&lt;br /&gt;
Mouse over the map to inspect it. Left-click to zoom in, where you can then click the {{DFtext|Embark}} button in the bottom right corner to choose an embark site.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Good Site ==&lt;br /&gt;
&lt;br /&gt;
Choosing a good embark site is crucial for beginners. Highly skilled players can run a fortress on an evil glacier, but for now, stick to friendly environments. Look for features in an embark site that will make your first fort easier to manage. &lt;br /&gt;
&lt;br /&gt;
{{ambox&lt;br /&gt;
|type=type&lt;br /&gt;
|text=The world tooltip will only show features from the moused-over tile, but since the embark area covers multiple tiles it can contain '''multiple biomes'''. It is '''very important''' to inspect all tiles in your site. Each may have significantly different features such as an aquifer or evil biome '''not initially shown''' in the info due to not being under the cursor.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#00a|Starting Site| &lt;br /&gt;
[[File:DFwikiStartingSiteExample.png|thumb|350px|An example of a good starting location, note details in the top-right corner]]&lt;br /&gt;
For your first game, find a site with the following properties:&lt;br /&gt;
*'''NO [[Aquifer]]''' (or at least no '''heavy''' or '''varied''' aquifers. Light is interesting on later embarks, but heavy guarantees '''[[Fun]]'''!)&lt;br /&gt;
*'''Trees:''' Woodland or Heavily Forested (or, at the very least, sparsely forested)&lt;br /&gt;
*'''Surroundings:''' Serene, calm, or at least '''not''' any evil or savage biome.&lt;br /&gt;
*A '''River'''&lt;br /&gt;
The following are also good to have, but focus on getting a decent site, not a perfect one. &lt;br /&gt;
*'''[[Climate|Temperature]]:''' Warm or Temperate&lt;br /&gt;
*'''Clay or Soil''' makes farming easier when starting out&lt;br /&gt;
*'''Flux stone layer''' For your steel industry&lt;br /&gt;
*Also avoid sites containing '''towers''', '''goblins''', or other groups at war with you.&lt;br /&gt;
See '''[[/Starting site/]]''' for more info on why these characteristics are important.}}&lt;br /&gt;
&lt;br /&gt;
[[File:Quickstart-finder.png|thumb|right|Initial finder criteria]]&lt;br /&gt;
While finding a site is not as simple as world generation, the {{DFtext|Find embark location}} button at the bottom of the screen can help.&lt;br /&gt;
[[File:Quickstart-finder-partial.png|thumb|right|Finder partial match missing Good surroundings]]&lt;br /&gt;
&lt;br /&gt;
Once the find tool has finished searching with matches found, press {{K|Esc}} to look at the results. Any region in which it found a match will be indicated by a green {{DFtext|X|2:1}} on the map. Any embark sites matching the criteria will be shown by a rectangle of yellow {{DFtext|X|6:1}}s on the zoomed-in map.&lt;br /&gt;
&lt;br /&gt;
Additionally, when placing the embark area you can resize it using the buttons on-screen. A 4x4 embark (the default) is usually reasonable, but you may want to change the size to avoid an undesirable biome or match your finder criteria.&lt;br /&gt;
&lt;br /&gt;
If you are unable to find a site that you are willing to embark on, you could always create a new world. Otherwise, move on to the next step.&lt;br /&gt;
&lt;br /&gt;
== Skills and Equipment ==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Optional: Preparing Carefully|If, at this point, you'd like to get into all of the details of picking individual skills and equipment for your expedition, select {{DFtext|Prepare for the journey carefully}} and see '''[[Quickstart_guide/Preparing_carefully|Preparing carefully]]''' for instructions. '''This is completely optional'''.&lt;br /&gt;
And preparing carefully makes little difference in the long run, especially without experience as to what to change.}}&lt;br /&gt;
Now the '''Prepare for the Journey''' screen should appear. You will be given the choice to either:&lt;br /&gt;
*{{DFtext|Play Now!}}&lt;br /&gt;
*{{DFtext|Prepare for the journey carefully}}.&lt;br /&gt;
In addition, settings are also displayed on the right-hand side.&lt;br /&gt;
Turn enemies to {{DFtext|Off}}. Selecting {{DFtext|Play Now!}} will start you out with a default set of equipment that is reasonably safe, allowing you to skip having to set up your skills and equipment. If you'd like to get going now, just select that option.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=A Minimal Fortress=&lt;br /&gt;
[[File:DFwikiGettingYourBearingsExample.png|thumb|right|Starting out. In this example, the dwarves will be digging out an entrance tunnel in the cliff on the right.]]&lt;br /&gt;
&lt;br /&gt;
At this point, you have embarked, and your dwarves have arrived at their destination. You will see your dwarves clustered around their wagonful of supplies, somewhere near the center of your map. '''Immediately hit {{K|Space}} to pause the game''' unless it is already paused.&lt;br /&gt;
&lt;br /&gt;
==Getting your bearings==&lt;br /&gt;
'''Do not unpause the game just yet.''' Take a look around with {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Look up and down a few [[z-level]]s with the scroll wheel. You can zoom in and out with {{k|Ctrl}}-scroll wheel. Place the cursor on various tiles to familiarize yourself with what the symbols mean.  If you get lost, you can press {{K|F1}} (or {{k-|Fn|F1}} on some systems) to return to the wagon.  (You can define more [[hotkeys]] later, to jump quickly to other sites of interest.) Notice the terrain features, the vegetation, and any minerals visible. If you chose a site with flowing water, where is it? What about pools of water? The more carefully you examine your site before breaking ground, the better off you will be.&lt;br /&gt;
&lt;br /&gt;
In the bottom left, click the citizens information button to see a list of your dwarves. In the {{DFtext|Others}} tab, you can see any wild animals that may be nearby.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Stocks}} button at the top of the screen will show the items owned by your fortress.&lt;br /&gt;
&lt;br /&gt;
On the left, there are buttons for various message logs.&lt;br /&gt;
&lt;br /&gt;
Your wagon serves as the initial meeting area for your dwarves. Since you should have started in a non-freezing, calm (low savagery), non-evil biome, you shouldn't face any immediate danger, but if for some reason the area around your wagon proves to be unsafe, immediately designate another meeting zone (see [[#Temporary Meeting Area|Temporary Meeting Area]] below).&lt;br /&gt;
&lt;br /&gt;
==Controlling Your Dwarves==&lt;br /&gt;
The first thing to keep in mind is that, for the most part, you can't directly control your dwarves the way you control characters in a typical fantasy RPG. Instead, you '''designate''' things that need to be done and then dwarves with the appropriate labor assignments will decide what to do. &lt;br /&gt;
&lt;br /&gt;
Some tasks receive a higher priority. For example, if a dwarf needs to eat, then he will go eat, and only get around to digging a tunnel once he is done eating. It is also possible to designate things that no dwarf is able to do. For example, if you designate an area to mine, but no dwarf has mining as one of his allowed labors, or no dwarf has a [[pick]], then the mining will never get done, and the game will not always advise you of why.&lt;br /&gt;
&lt;br /&gt;
So, what you are doing throughout the game is essentially giving your dwarves a detailed group-wide to-do list, but it's up to them to figure out which one of them will execute any given task if the task is even possible. Often many of the details of how a task is performed (such as exactly which rock will be used to make crafts) are left up to them.&lt;br /&gt;
&lt;br /&gt;
===Labor and work details===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#aa0|Utilities|2=&lt;br /&gt;
You may have noticed that the UI for managing dwarves is a bit difficult to use. There are a few utilities available for this purpose (for Windows, Mac OS X, and most Linux systems): &lt;br /&gt;
* '''[[Utilities#Dwarf_Therapist|Dwarf Therapist]]''' (not yet supported for v50) can make labor management considerably easier, especially when you're dealing with twenty times the number of dwarves you have now. It can group and sort dwarves by multiple attributes and display their preferences, mood, and more.&lt;br /&gt;
* '''[[Utility:DFHack|DFHack]]''' includes &amp;quot;Dwarf Manipulator&amp;quot;, a UI for managing labors. It has fewer features than Dwarf Therapist, but displays much of the same information and is adequate for normal use. In addition, it is accessible from within DF via {{k-|u|l}}, eliminating the need to constantly switch between applications.&lt;br /&gt;
}}&lt;br /&gt;
{{Main|Labor}}&lt;br /&gt;
&lt;br /&gt;
'''Labors''' are how you control what types of tasks a dwarf is allowed to do. When dwarves are idle, it could be because you haven't given them anything to do, or it could be because none of the idle dwarves have been told that they're allowed to do the types of tasks you've designated. For example, if you designate an area to mine, but none of the dwarves have the mining labor enabled, they will all just sit around ignoring your mining designation, thinking that it isn't their job.&lt;br /&gt;
&lt;br /&gt;
Labors are assigned to dwarves in groups called '''work details'''. Open the labor menu from the bottom left to see all the default work details and their assignments.&lt;br /&gt;
&lt;br /&gt;
Fortunately, you don't need to assign a dwarf for every single labor in the game; work details can be set to &amp;quot;everybody does this&amp;quot; to allow any idle dwarf to pick up the job.&lt;br /&gt;
&lt;br /&gt;
'''While you're here''', set the Hunters and Fisherdwarves work details to &amp;quot;nobody does this.&amp;quot; Dwarves with these details enabled will constantly be outside attempting to perform them, and for now you don't want dwarves wandering around alone where they can get killed (in addition, they won't be doing anything useful, like hauling).&lt;br /&gt;
&lt;br /&gt;
Also, the default embark comes with three pickaxes: so for efficiency, make sure two dwarves have the Miners detail enabled.&lt;br /&gt;
&lt;br /&gt;
As dwarves perform jobs, they gain skill in those areas which leads to them working faster or producing higher-quality things. Note that ''any'' unskilled dwarf can perform any labor given the necessary equipment and materials; they'll just be worse at it.&lt;br /&gt;
&lt;br /&gt;
The default work details contain all the essential labors for the very start of your fortress, but this guide will involve other labors. Keep in mind that at some point you'll have to assign the following labors by creating custom work details:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category&lt;br /&gt;
! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related || Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Furnace Operating&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Armoring&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing || Metalcrafting&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry || Gem Cutting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Strike The Earth!==&lt;br /&gt;
{{TipBox2|titlebg=green|float=right|Getting your dwarves to safety|&lt;br /&gt;
As you now know, you can't control your dwarves directly. So how do you tell them to get inside your newly dug rooms?&lt;br /&gt;
*[[Activity_zone#Meeting_area|Meeting Area]] You can designate a Meeting Area zone inside the new rooms. Press {{Menu icon|z|sep=-}} and click &amp;quot;Meeting Area&amp;quot;. Draw a rectangle to create a meeting area, then click &amp;quot;Accept&amp;quot;. ''See also the [[zone]] page for more information.''&lt;br /&gt;
*[[Stockpiles]] (see [[Quickstart_guide#Stockpiles|below]]) Stockpiles tell your dwarves where to put things. Create a stockpile for everything, and dwarves will start to haul all your items there.}}&lt;br /&gt;
Decide where you will build your main entrance. Generally, you will want to get all your dwarves and supplies inside a protected area as quickly as possible. The best strategy is to put the entrance near your wagon to speed up the process of hauling all of your supplies inside.&lt;br /&gt;
&lt;br /&gt;
The digging orders menu allows you to select areas to dig. Click the pick axe at the bottom or press {{Menu icon|m|sep=-}}. There are multiple methods of digging:&lt;br /&gt;
* '''[[Mining]]''' ({{K|m}}) removes solid, floor-to-ceiling terrain (natural 'walls') on the z-level selected, leaving behind a rock or soil surface (also referred to as a natural floor). This does '''not''' do anything in areas without natural walls (for example, the surface or previously-mined areas).&lt;br /&gt;
* '''[[Channel]]ing''' ({{K|m}}-{{K|u}}) removes ''natural'' (rock/soil) floors (either created naturally or by mining) and creates a ramp (▲) on the z-level below. Note that you will see a down arrow (▼) on the current z-level, indicating a ramp on the level below. (For best results, ensure that the area below is unrevealed, i.e. black).&lt;br /&gt;
&lt;br /&gt;
To designate an area for digging:&lt;br /&gt;
#Hit {{K|m}} to bring up the digging orders menu.&lt;br /&gt;
#Hit {{K|m}} to mine or {{k|u}} to channel (see above)&lt;br /&gt;
#Draw a rectangular are you want to dig out.&lt;br /&gt;
#A rectangle will be highlighted and a miner will start to dig out this area once you unpause the game with {{K|Space}}.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDigChannelDifference.png|225px|thumb|right|Demonstrating the difference between mining and channeling. Mining creates empty space on the same level where it is designated. Channeling creates empty space in the level below, clearing the floor. The levels are connected by up/down ramps. ]]&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=red|float=left|Channeling|&lt;br /&gt;
Note that channeling can be [[fun|dangerous]]. Unless you know what you're doing, you should only ever make a pit one z-level deep. If you dig a pit multiple z-levels deep, only the lowest level will have an upward [[ramp]], which is not enough for dwarves to leave the pit. (Dwarves can [[climb]] out in some circumstances, but this is unreliable.) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
Pit depth: 1 z-level  2 z-levels  2 z-levels&lt;br /&gt;
Ground[%26]      [#2:1]__[#4:1][%31][#2:1]__       __ __       __ [#4:1][%31][#2:1]_&lt;br /&gt;
             [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%31][#6:1][#4:1][@][%30][#6:1][@4:1][%178][@#] &lt;br /&gt;
             [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#]       [#6:1][@4:1][%178][%178][#4:1][@][%30][#6:1][@4:1][%178][%178][@#] &lt;br /&gt;
                         [#6:1][@4:1][%178][%178][%178][%178][%178][@#]       [#6:1][@4:1][%178][%178][%178][%178][%178][@#] &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This diagram shows the cross-section (side view) of 1x1 pits channeled 1 z-level deep, 2 z-levels deep and the correct way to do a 2 z-level deep ramp. The appearance of &amp;quot;downward ramps&amp;quot; can be confusing as there is no such thing - the down arrow indicates a ramp on the level below. Dwarves in the first pit can walk up the ramp to ground level and escape, while dwarves in the second pit cannot use the ramp at all. The third pit lets dwarves walk back to the surface again since the two ramps are offset to produce a continued slope. In short, channels (particularly channels multiple z-levels deep) can be dangerous. Digging an entryway from the surface level is one of the few times you'll ever need to channel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Stairs can also be used for an entryway, but channels allow [[wagon]]s entry to your fortress.&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
If your wagon is near a [[cliff]] or hill (generally speaking, any difference in levels, usually shown by the existence of natural ramps), you can just designate a tunnel to mine ({{K|m}}) into the cliff to create an entryway. If the wagon is surrounded by flat terrain, [[channel]] out a 3x3 rectangle on the surface with {{K|m}}-{{K|u}} to create a sort of pit with ramps on the edges, then go down one z-level with {{K|c}} (or use the mouse scroll wheel) and tunnel into one wall of the pit (with {{K|m}}) to create your entry.&lt;br /&gt;
&lt;br /&gt;
Dig a hallway one tile wide and ''at least'' 10 long, ideally more like 20. This will be your entryway.&lt;br /&gt;
&lt;br /&gt;
Your entryway defines the boundary between your safe and protected inner fort, and the big, bad, outside world. You want this to be your only entrance, so that you only have to worry about defending this one opening. A somewhat-outdated video guide to starting a fortress can be found [https://www.youtube.com/watch?v=CLYDcuk29bE&amp;amp;feature=plcp here]. (Note that this applies to v0.34.11, not v{{current/version/ns}}, so some parts may be inaccurate in the current version.)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== ''Additional miners'' ===&lt;br /&gt;
Mining will go faster if you have more than one dwarf doing it. By default, only one dwarf has the Mining labor enabled, but this can be changed fairly easily:&lt;br /&gt;
* Press {{Menu icon|y|sep=-}} to open the labor menu, and select &amp;quot;Miners&amp;quot; on the left side.&lt;br /&gt;
* Choose a dwarf that isn't doing anything especially useful (the fish cleaner is a good choice for a beginning fortress, but you can always change your mind if you end up with a useless peasant later on)&lt;br /&gt;
* Click the check box next to the dwarf to enable the mining labor.&lt;br /&gt;
* Exit with {{k|Esc}} or right mouse.&lt;br /&gt;
The next time you designate an area for mining, both of your miners should start working (assuming they're not busy doing something else).&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Each miner requires a [[pick]]. A standard embark comes with 3 picks. If you want more than three miners, you'll need to forge more picks (forging is covered later in this guide). Two miners should be adequate for most fortresses, but more miners can add reliability (for when a miner decides to sleep) and speed. For now, you'll almost never need more than two miners, but you'll want more once your fortress expands.&lt;br /&gt;
* If you're digging a one-tile-wide hallway, only one miner can work from an end.&lt;br /&gt;
* Mining, Wood Cutting, &amp;amp; Hunting labors are mutually exclusive - a dwarf can only have up to one of these professions active at a time. For this reason, it's not recommended to make your only woodcutter a miner, since they won't be able to cut wood anymore.&lt;br /&gt;
&lt;br /&gt;
==Delving Secure Lodgings==&lt;br /&gt;
Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to ''three'' tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiExampleLayout.png|thumb|right|An example layout, as described in this section. Note the 3-tile wide passage - this allows merchants to access your depot room. Note that the turn also needs to be 3 tiles wide; otherwise, wagons won't be able to access the room.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Room dimensions'' ===&lt;br /&gt;
Apart from wagon access (3 tiles wide), the trade depot (5x5), and other workshops (3x3), there are no fixed dimensions you need to worry about. The lower limiting factor is the traffic your tunnels receive (dwarves may have to start climbing over each other), and the space your rooms need (stockpiles, tables/chairs, livestock). The practical maximum size is limited by how long it takes your miners to dig the rooms out, especially if they're digging in stone instead of soil (digging through soil is much faster). Most sites have at least one level soil layer below ground level, which is where you're digging right now, but as you dig deeper you'll hit stone (if you haven't already), and digging will become slower. In most fortresses, even the main hallways never need to be wider than 3 tiles, and needing more than 3 tiles of stairs per floor is very rare. A 3x3 per floor staircase (9 stairs!) is absolute overkill for anything but 20-year-old 300-resident capitals. For most tunnels in your fortress, 2 tiles wide will be sufficient, and many will be fine at just 1 tile wide. 11x11 is a reasonable size for stockpile rooms. However, something smaller is perfectly fine for rarer stockpiles, offices, and small dining rooms. Commoners’ bedrooms need not be larger than the amount of furniture you want inside.&lt;br /&gt;
&lt;br /&gt;
=== ''Mining safety'' ===&lt;br /&gt;
While mining, take care to avoid digging into [[water]]. Dwarves are usually poor swimmers, and are unlikely to escape from an underground flood. However, it is safe to mine ''next to'' underground water, as long as you leave at least one &amp;quot;wall&amp;quot; tile between them (see the picture to the right). You can also mine one z-level under a body of water (for example, mining under a river), but you will have to designate each tile individually because DF automatically cancels digging of newly-revealed &amp;quot;damp&amp;quot; tiles (tiles are considered damp when they are adjacent to a water tile, regardless of whether the water tile is on the same z-level or not).&lt;br /&gt;
&lt;br /&gt;
Also note that '''water can flow diagonally''':&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#00f]≈[#]▓.▓   [#00f]≈[#]▓.▓&lt;br /&gt;
▓▓.▓   ▓..▓&lt;br /&gt;
      &lt;br /&gt;
[#0f0]ok[#]     [#f00]flood[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== ''Stockpiles'' ===&lt;br /&gt;
[[File:DFwikiStockpileMenu.png|right|thumb|Keep corpses, refuse, stone and wood out of general use stockpiles. You can come back and change the settings on this stockpile by clicking on it to open the stockpile menu, and clicking &amp;quot;Custom&amp;quot;. Try to remember to come back here to disable/forbid types of things as you create more specific stockpiles for them.]]&lt;br /&gt;
'''Stockpiles''' are very important. These areas are where your dwarves will drop things for storage when they aren't needed elsewhere. To create a '''general purpose stockpile''' for your first storage area:&lt;br /&gt;
#Hit {{Menu icon|p|sep=-}} to open the Stockpiles menu.&lt;br /&gt;
#Click the plus sign at the bottom to add a new stockpile.&lt;br /&gt;
#Draw a rectangle and click &amp;quot;Accept&amp;quot;.&lt;br /&gt;
#Click [[Stockpile#Custom_stockpiles|&amp;quot;Custom&amp;quot;]] to change the goods that the stockpile accepts. Enable everything but '''Corpses''', '''Refuse''', '''Stone''', '''Gems''', and '''Wood'''. To do this, first click &amp;quot;All&amp;quot; in the top left to enable everything, then go through each type you want to exclude, and click &amp;quot;None&amp;quot; in the top-center of the screen. This will reject all goods of that type.&lt;br /&gt;
#{{k|Esc}} or right mouse twice to exit the stockpiles menu.&lt;br /&gt;
Once you exit the stockpiles menu and unpause, you should see dwarves running off to haul everything from your wagon into the new stockpile area. Later, if you like, you can change what sort of things the stockpile accepts by hitting {{K|p}}, clicking on the stockpile, then changing the stockpile settings as above.&lt;br /&gt;
&lt;br /&gt;
It is particularly important to '''keep wood, stone, refuse, and corpses out of your general purpose stockpile''', so you may want to double check to make sure all of these things are disabled in the stockpile settings. Failure to keep these things out of this stockpile will rapidly fill it up, causing workshops to become cluttered when dwarves can't store things in the stockpile.&lt;br /&gt;
'''Note:''' When assigning stockpiles, you should make sure they're in a vacant area (i.e. the tiles should not have any items already stored on them). Dwarves will not haul items to occupied tiles, so make sure the area is vacant (and already mined out) before assigning a stockpile.&lt;br /&gt;
&lt;br /&gt;
=== ''Stairways'' ===&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Up, Down, Up/Down: Types of Stairs|&lt;br /&gt;
In Dwarf Fortress, every [[z-level]] is composed of a [[floor]] and a [[wall]] (or &amp;quot;space between floors&amp;quot;). The confusingly named &amp;quot;down&amp;quot; and &amp;quot;up&amp;quot; [[stairs]] have nothing to do with the direction creatures can move to; instead, down stairs penetrate floors, while up stairs penetrate walls. Up/down stairs penetrate the wall and the floor below. ''(note the picture to the left)''&lt;br /&gt;
&lt;br /&gt;
When you designate a staircase to be dug out, the top level will be down-stairs, any inner levels will be up/down stairs, and the bottom level will be up-stairs.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dig a [[Stairs|stairway]] in the room you dug out for the stairwell (''not'' the 5x5 room that you dug out earlier): press {{K-|m|t}}, click on the floor of the room to start the staircase, scroll down one level, and click again to finish designating the staircase. This will create down-stairs on the top level, and up-stairs on the level below. To continue digging downwards later, you can designate another staircase ({{K-|m|t}}) starting on the lowest exposed level and continuing downwards. For now just dig down one level.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014 Terraform.png|thumb|left|600px|''This is how the different stairs would look like from the side.'']]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Temporary Meeting Area==&lt;br /&gt;
[[File:DFwikiTemporaryMeetingHallExample.png|thumb|right|An example meeting area. Note that this layer has a different type of soil than the layer above - this can happen often. Also note that the &amp;quot;north&amp;quot; side of this room is directly below the lake in the level above, but no water is present.]]&lt;br /&gt;
&lt;br /&gt;
On the second z-level below ground (the one below the stockpile level, which you just reached with the staircase), dig a short, 3-tile wide passageway (this only needs to be 1-2 tiles long). Past that, dig out a room between 5x5 and 7x7, leaving room to enlarge it in at least one direction in the future. Using the {{Menu icon|z|sep=-}} key, create a meeting area in the room you just created, filling the entire room (be careful not to make this too small lest your [[overcrowding|overcrowded]] animals start fighting). This works much like creating a stockpile except that you define what the area is for before you draw the rectangle. Select &amp;quot;Meeting area&amp;quot;, draw the rectangle, filling the entire room, and click &amp;quot;Accept&amp;quot;. Your idle dwarves will hang around in this area, hopefully keeping them inside the fort and out of trouble. &lt;br /&gt;
&lt;br /&gt;
NOTE: Again, make sure your [[Zones|activity zone]] is already mined out before attempting to designate the meeting area.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Refuse==&lt;br /&gt;
[[File:Dwarf fort tut miasma.jpg|thumb|right|Avoiding [[Miasma]]]]&lt;br /&gt;
Outside your fort entrance, use {{Menu icon|p|sep=-}} and click the &amp;quot;plus stockpile&amp;quot; icon to create a stock{{K|p}}ile for [[Stockpile#Refuse|refuse]] (trash can icon) ''at least'' 5x5 in size. This should be outside in the open or you will have problems with [[Miasma]]. If you do not disable [[vermin]] (Item Types -&amp;gt; remains), you will probably have to expand it later as it will fill up with vermin remains rather quickly. If you are seeing refuse appear in your general-purpose stockpile instead of the refuse pile, click on the general stockpile and check its custom settings to make sure refuse has been disabled.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
&lt;br /&gt;
Food is necessary for your dwarves' survival -  to keep functioning, they require constant supplies of food and drink - the amount of food and drink currently available is displayed in the status bar at the top of the screen. Luckily, your dwarves will eat almost everything raw, including plants.&lt;br /&gt;
&lt;br /&gt;
===''Farming''===&lt;br /&gt;
For a reliable, long-term food and alcohol supply, you'll need to set up a farm. Dig out a medium-sized room in a [[soil]] layer (including sand, clay, loam, silt, peat, and ooze) accessible from inside your existing fortress. 5x5 is a good size to start with, but you'll want to leave room to expand in at least one direction. You must pick an ''underground'' area with mud or soil*. Placing this near the stockpiles is more efficient, since farmers won't need to travel as far.&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwiki5by53by3farm.png&lt;br /&gt;
|classic=File:Quickstart_layout_3.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A 5x5 room with a 3x3 farm plot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- EXPAND (maybe with help for locating soil, etc --&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;* Hopefully you have chosen a site with a soil layer, which will make farming much easier, but if not you will need to [[Irrigation|irrigate]] to create the required mud on stone floors.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use {{Menu icon|b|o|f|p|sep=-}} to build a 3x3 [[Farming|farm plot]] in the room you just created. Position the farm plot ideally near the wall to leave space for more plots later on.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Planters}} work detail must be enabled for at least one dwarf, or the farm plot won't get built and farming will not take place. By default, Planters is set to &amp;quot;Everybody does this&amp;quot;, so there's no need to change this now.&lt;br /&gt;
&lt;br /&gt;
{{K|Esc}} out of the build menu and wait for the farmer dwarf to create the plot. Once the plot is built, click on it, and set the plot to grow [[plump helmet]]s during all seasons. You need to go through each season tab to enable plump helmets in all seasons &amp;amp;mdash; otherwise you'll end up with an idle field for 3/4ths of the year.&lt;br /&gt;
&lt;br /&gt;
Later, if you are curious what is planted in each plot this season and how much, click on the plot and it will show the list of seeds currently planted. There is no icon for a partially grown plant, so an empty field will look identical to a fully planted field until your crops are ready for harvest.&lt;br /&gt;
&lt;br /&gt;
Note that a default embark starts with ''five'' plump helmet seeds &amp;amp;mdash; for now, only half of your field will end up being planted. Eventually, as your dwarves consume plump helmets, more seeds will become available and will be automatically planted by an unoccupied farmer.&lt;br /&gt;
:''For more troubleshooting tips, see [[How do I build a farm]]''&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== ''Emergency food sources'' ===&lt;br /&gt;
Occasionally, even with a working plump helmet farm, you may experience food shortages. For now, you should have plenty of food on hand left over from embarking. However, if you ever run low on food, there are a few ways to obtain more:&lt;br /&gt;
&lt;br /&gt;
==== ''Plant gathering'' ====&lt;br /&gt;
If you have shrubs ({{raw tile|&amp;quot;|2:0}}) growing above ground, you can harvest plants from them. Note that this requires a dwarf with the {{dftext|Plant gatherers}} work detail, and time (this can take a while for an inexperienced dwarf, and it doesn't always yield edible plants). To start, {{K|g}}ather plants on the surface (similar to selecting an area for mining, except it only selects plants in the given rectangle). Once processed, some will leave behind harvested plants (often edible berries).&lt;br /&gt;
&lt;br /&gt;
====''Butchering''====&lt;br /&gt;
If you suddenly run low on food, butchering an animal is another option. Build a [[butcher]] shop {{Menu icon|b|o|f|b|sep=-}} and mark one of your animals for slaughtering (press {{k|u}}, click on &amp;quot;Pets/Livestock&amp;quot;, and click the meat cleaver next to the animal you want to slaughter). A dwarf with the butchering labor enabled will haul the animal off to the butcher's shop, work for a while, and produce neat stacks of meat products.&lt;br /&gt;
&lt;br /&gt;
==Building material==&lt;br /&gt;
Initially, [[wood]] is probably a good choice for building material, as it's lightweight and can be easily obtained. You will need plenty of building materials as your fortress grows, but wood will suffice for now. If you are unable to locate enough wood (or if you run out of trees, which is unlikely at this point), extend your staircase down to a stone level ({{k|m}}-{{k|t}}) and mine out a small area (at least 5x5) to obtain stone.&lt;br /&gt;
&lt;br /&gt;
Even if you don't have trees, you can obtain 3 logs from your embark wagon. Click on your wagon, and click the button in the top right to deconstruct it. This will flag the wagon for disassembly. Eventually a carpenter will come along and turn the useless wagon into 3 units of wood. (Removing other buildings is done the same way.)&lt;br /&gt;
&lt;br /&gt;
===''Woodcutting''===&lt;br /&gt;
{{Update in next major version}}&lt;br /&gt;
Assuming your site has [[tree]]s above ground, now is a good time to start obtaining wood. Create a stock{{K|p}}ile for wood outside your entrance (preferably near to it). As it will only be temporary, don't make it too big (maybe 5x3, or 15 tiles total). Later, you will move this closer to your carpenter's workshop (once you build one with {{Menu icon|b|o|p|sep=-}}), so don't worry about placement too much. Also near the entry, designate a couple of trees to be chopped down with {{Menu icon|l|sep=-}}. One tree will produce many logs, so only designate three to five at this point. If you designate too many trees, your woodcutters will spend all of their time chopping them down and hauling the resulting logs, instead of doing other work. As soon as one tree is cut down and its wood stored in a stockpile, you can proceed to the next step (your woodcutter will continue cutting down any remaining designated trees).&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
Drinks can be more problematic than food, since they require more preparation (except for [[water]], that is). In warmer weather, you can specify a &amp;quot;water source&amp;quot; activity {{K|z}}one around a lake or river on the surface to keep your dwarves from dying of thirst, but dwarves deprived of [[alcohol]] slow down and become unhappy. In addition, drinking outside can be dangerous &amp;amp;mdash; dwarves running outside constantly risk running into wild animals, or worse. Creating a [[still]] to brew alcohol is the simplest solution to these problems.&lt;br /&gt;
&lt;br /&gt;
You need a brewer to brew drinks. Fortunately, the brewing labor is enabled on all dwarves by default. If you want to change this later, use the [[Labor|labor menu]] ({{Menu icon|y|}}).&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiCompletedStillQuickstart.png|thumb|right|A completed still]]&lt;br /&gt;
Assuming you have building materials available (which you will if your woodcutter has been doing their job), you can now create a still:&lt;br /&gt;
# Dig out a 3x3 area connected to the farm plot.&lt;br /&gt;
# Use {{Menu icon|b|o|f|l|sep=-}} to build a still. Position it in the 3x3 area you just created.&lt;br /&gt;
# Click on a building material for the still (this is probably one of the logs you just cut down by default).&lt;br /&gt;
After a short delay, one of your dwarves should run off, drag a log over to the workshop site, and build the workshop. (This is also how building other workshops works, but you won't need to do that yet).&lt;br /&gt;
&lt;br /&gt;
To brew drinks, click on the still, click &amp;quot;Add new task&amp;quot;, and &amp;quot;Brew drink from plant&amp;quot;. '''This will not work yet''', since you don't have any empty barrels or rock pots, but you should start brewing in the first six months (see [[Calendar]] and [[Status]]).&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Pasture==&lt;br /&gt;
{{TipBox2|float=right|Grazers|&lt;br /&gt;
If you aren't sure whether or not an animal is a grazer, you can check {{catlink|Grazer|this category}}. (You can also [[Special:search|search]] for the animal on this wiki.)&lt;br /&gt;
}}&lt;br /&gt;
If you have any grazing animals with you, such as the draft animals used to pull your wagon, they will die if they are kept away from grass for too long. Use {{Menu icon|z|sep=-}} to create a Pen/[[Pasture]] zone over a grassy area outside and assign your grazing animals to it with the &amp;quot;plus bunny&amp;quot; icon in the top right of the zone menu. This area needs to be about 10x10 or so to ensure they have enough grass and don't trample it all. The amount of grass required varies greatly, depending on the type(s) of animals being pastured.  If you intend to keep grazing animals permanently, you may need vastly larger pastures later.  As an alternative, you might wish to [[Butcher's shop|slaughter]] your largest animals for food and materials.&lt;br /&gt;
&lt;br /&gt;
==Designing your first fortress==&lt;br /&gt;
While this guide recommends a vertical fortress design around a central stairwell, with each z-level being used for a particular purpose, it is not really that important to use this design for your first fortress. Therefore, feel free to put any of the areas described in the rest of this guide on your main level or wherever you want as long as dwarves can get to them without going outside the fort. In other words, you can think of the &amp;quot;levels&amp;quot; described in the guide more as areas that can really all be on the same level if you have space. Later you can ponder over what makes things most efficient, but for now just do whatever you find easiest. Note that you may need to dig down a bit to get to stone if you have more than one z-level of sand/clay/soil below the surface.&lt;br /&gt;
&lt;br /&gt;
==Workshops==&lt;br /&gt;
[[File:DFwikiStockpileWorkshopQuickstart.png|thumb|right|An example workshop layout. The gem stockpile (empty) is north of the Jeweler's workshop (southwest corner), the wood stockpile is west of the Carpenter's workshop (northeast corner), and the stone stockpile occupies the rest of the space. Note the wheelbarrow in the stone stockpile.]]&lt;br /&gt;
Most labors of your dwarves need a place where they can process raw materials &amp;amp;mdash; [[workshop]]s. Almost all of them occupy a 3x3 square, and most of them require just 1 unit of any building material (wood, stone, metal). Dig your stairwell down one level (with {{K-|m|t}}), if you haven't already. It's fine if this layer is soil &amp;amp;mdash; in fact, soil is better, since it's easier to dig through (if you only have one soil layer, you can put these workshops somewhere on your first level). Dig space for your workshops off of the stairwell. It will hold your [[Mechanic's_workshop|mechanic's]], [[Stoneworker's_workshop|stoneworker's]], [[Carpenter's_workshop|carpenter's]], and [[Jeweler's_workshop|jeweler's]] [[workshop]]s. Something to consider is stockpile proximity: the farther away the material is the dwarves use, the more time they waste with walking. So for now, dig out some more space for stockpiles close to where your new workshops will be (wood for your carpenter, stone for your stoneworker and mechanic, and gems for your jeweler).&lt;br /&gt;
It doesn't matter if you put everything in one large room or dig out small rooms for each workshop and stockpile. Once you've dug out your rooms, set your miners to work by adding a z-level or two to the staircase. Hopefully you'll obtain some stone by doing this, which will be useful eventually. While your miners are busy, use {{Menu icon|b|o|sep=-}} to build the workshops, using whatever building material you have. If you are still digging in soil and don't have stone yet, just use wood; the material really doesn't matter in this case. Be sure that your craftsdwarves still have labors corresponding to each workshop enabled (see [[#Labor and work details|Labor and work details]] above) so they will begin construction. (Dwarves already busy mining or hauling may not immediately stop to construct workshops; if you like, you may temporarily disable other labors in order to jumpstart workshop construction.) If the construction of any building gets &amp;quot;suspended&amp;quot; click on the workshop and click &amp;quot;Resume construction&amp;quot; to unsuspend it. (This can happen if another dwarf or object is blocking the way. See [[#&amp;quot;Garbage&amp;quot; Dumping|Garbage Dumping]] below if you find you need to remove an object.)&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Too Good for Menial Peon Work|Certain labors are crucial in setting up a fort. At some point you may want to disable less important labors such as hauling for dwarves with the crucial skills of mining, masonry, architecture, carpentry, mechanics, and maybe others. You want these dwarves working on creating beds, doors, and trap components before hauling stone and cleaning.}}&lt;br /&gt;
&lt;br /&gt;
Click on your stoneworker's shop and queue up one [[table|table]] and one [[throne]]/chair. You will find out why you need these in a second, but now is a good time to start building them. If you still don't have any stone at this point just use wood at the carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
At this point, it is a good idea to build a few [[wheelbarrow]]s to make hauling large objects (particularly stone) more efficient. Queue up 2 or 3 at the carpenter's workshop. (Wheelbarrows are located near the bottom of the list, you will need to scroll all the way down.) While the wheelbarrows are being built, click on your stone stockpile and click the barrel icon, and increase &amp;quot;Max wheelbarrows&amp;quot; to 3. Your dwarves will automatically move wheelbarrows to the stockpile once they are built.&lt;br /&gt;
&lt;br /&gt;
===''&amp;quot;Where did I build that ____?&amp;quot;''===&lt;br /&gt;
As you build workshops, furnaces, Trade Depot, other buildings, rooms and even zones, you may start to lose track of where they all are -- or where they're supposed to be built, but some dwarf is too busy eating/drinking/hauling. There are a couple of commands available from the main UI that will help you locate what you built.&lt;br /&gt;
&lt;br /&gt;
* You can View {{Menu icon|P|sep=-}} (Places) and click the &amp;quot;Workshops&amp;quot; tab to see a Building List, and also Zoom to the building/item, or view the building's tasks.&lt;br /&gt;
&lt;br /&gt;
* For incomplete buildings/constructions, you can also open the {{K|t}}ask list and then recenter on the partially constructed building to find the intended location.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Brewing ==&lt;br /&gt;
You'll need [[barrel]]s to store drinks for your dwarves. Queue up two or three barrels in your carpenter's workshop. (If you run out of wood at any point, cut down another tree or two outside). If a lack of wood cancelled a job, you will need to queue the job again. Go back to your still and order some drinks to be brewed. Each drink requires one barrel and one edible plant, such as a plump helmet. Even if none of yours have been harvested yet, you should have some left over from embark. Also, brewing plump helmets creates ''two'' seeds from one plant, which makes plump helmets an excellent choice for a beginning fortress. Five barrels should be plenty for now (each plant makes 5 &amp;quot;units&amp;quot;, or servings, of booze, and dwarves don't need to drink too often, so 30 units should last you a whole year. When the stocks get low, you'll probably want to start queueing up more drinks to be made (you should have more empty barrels by then)).&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Garbage&amp;quot; Dumping==&lt;br /&gt;
{{main|Garbage dump}}&lt;br /&gt;
&lt;br /&gt;
'''Note that garbage is not the same thing as refuse.''' [[Stockpile#Refuse|Refuse]] is [[Miasma|rotting stuff]]. Garbage is anything you designate to be hauled to a [[Activity_zone#Garbage_Dump|garbage dump]], even important things that aren't really garbage. Think of your garbage dump zone as a way to specify that objects you select will be brought to a specific area.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiGarbageDump.png|thumb|right| The garbage dump icon in-game.]]&lt;br /&gt;
&lt;br /&gt;
Press {{K|z}}, click on &amp;quot;Garbage Dump&amp;quot;, and create a 1x1 activity zone somewhere near your stoneworker's and mechanic's workshops. Unlike stockpile areas where you are limited to storing one object per tile, any number of items may be piled in a garbage area. That means you will only need one tile to hold as much &amp;quot;garbage&amp;quot; as you like.  Although many of the room sizes in this guide are suggestions, think of the 1x1 garbage dump size as mandatory.  At some point you will probably want to retrieve an important item from your garbage dump, and the more tiles your dump contains, the harder it will be to find anything in it. Press {{k-|i|p}} to select the mass dump/forbid tool. Select a rectangle over the loose stones cluttering up your living area (if there are any – this often isn't a problem yet if you've built your fort in a soil layer). This will designate this stone to be transported to a garbage dump zone. Be sure not to designate the stone in your stockpiles by mistake, since that will only cause your dwarves to perform unnecessary hauling. Once the stone from your living area has been moved there, it will be set as [[Forbid|forbidden]]. Before it can be used you will need to unforbid it using {{K-|i|F}} (or just {{K|i}}). Note that dwarves hauling stone (or any large, heavy objects) move slowly, and can take a lot of time to reach their destination. This can be a major waste of time if you designate 50 boulders to be dumped at once. Unless the stone is in the way of something, you don't ''need'' to dump it every time you dig out a new area. Stones lying on the ground don't slow dwarves down at all. If there is a particular dwarf you don't want hauling &amp;quot;garbage&amp;quot;, use the labor menu ({{K|y}}) and select the &amp;quot;Haulers&amp;quot; work detail. From there you can select certain dwarves that you want to haul items. By default, Haulers is set to &amp;quot;Everybody does this&amp;quot;. You might want to exclude Miners from hauling, since they are far more useful when digging than when moving the stone they just dug out.&lt;br /&gt;
&lt;br /&gt;
Congratulations! Knowing how to use garbage dump zones puts you head and shoulders above many new players - it takes some people weeks to figure this out.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
Not all embark sites have all the resources you need for a successful fortress, but every site has ''something'' you can sell. A talented dwarf can process any useless resource into something valuable, and [[trading]] is a good way to sell those goods.&lt;br /&gt;
&lt;br /&gt;
''Note that producing goods creates [[wealth]] and getting too much wealth too fast can have [[Immigration#Migrant_wave_sizes|unwanted]] [[Siege|consequences]].''&lt;br /&gt;
===Trade Depot===&lt;br /&gt;
Build a [[trade depot]] using {{Menu icon|b|T|sep=-}} in the 5x5 room you created near your entrance. This is where [[caravan]]s will park their stuff and where [[trading]] will take place when one arrives. (as stated earlier, the wagons are 3x3 so the entrance tunnel needs to be at least 3x3 for the wagons to go by). You need at least 3 logs or boulders to build the depot. [[File:DFwikiTradeDepotExample.png|thumb|right|An example Trade Depot.]]&lt;br /&gt;
&lt;br /&gt;
===Producing for export===&lt;br /&gt;
While there are some goods that are more valuable, and some that are less valuable, it's a good idea to simply produce/export what you have too much of and to import what you have too little of. &lt;br /&gt;
Generally though, [[Gem]]s and [[Finished goods]] are decent exports for a new player.&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
Once a caravan has arrived, you can mark the goods you want to sell through the Trade Depot, and your dwarves will begin moving them to the depot. Be careful not to sell wooden items to [[Elf|Elves]]; '''this includes containers:''' even a wooden bin full of metal crafts will make them upset. The same applies to items made of bone and shell (as those involve animal harm). Also note that the traders will want to make a profit off of you. While they're happy with about 200%, the more profit they make on your site, the more goods they will bring next time, so it can be a good idea to give them even better deals.&lt;br /&gt;
&lt;br /&gt;
''A more detailed overview of the entire process is [[Trading#Trading_Flowchart|here]].''&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
In your first fortress, your priority should be importing some [[food]] and [[alcohol]]. In addition, you might want more [[Meat industry|livestock]], [[seed]]s (comes with a free bag), and - depending on what resources you are missing - additional [[pick]]s, [[barrel]]s, [[wood]], [[bag]]s, as well as [[rope]] and a [[bucket]] (for a well). While you're at it, check if you need an [[anvil]]. Maybe you forgot to bring one, or a [[kea]] stole it. Always having a small supply of ''all 3 kinds'' of [[cloth]], some [[gem]]s, [[leather]], a bit of [[sand]] (free bag!) are handy to have, as those are hard to come by on short notice.&lt;br /&gt;
If you're short on weapons-grade [[metal]] for your military, import not only actual metal [[bar]]s and [[ore]]s, buy ''all'' metal goods you can afford and [[Melt item|melt]] them down in a [[smelter]] to increase your yield.&lt;br /&gt;
&lt;br /&gt;
===Troubleshooting===&lt;br /&gt;
Once the depot is built, make sure your depot is accessible. There needs to be a 3-wide passage from the depot to the edge of the map.&lt;br /&gt;
&lt;br /&gt;
If you see the message [[Their wagons have bypassed your inaccessible site]] when the merchants arrive, try these solutions:&lt;br /&gt;
* Is the path to the depot (in your fortress) less than 3 tiles wide? If so, expand the entranceway and try again.&lt;br /&gt;
* Are there [[tree]]s blocking a path to the depot outside? Try clearing a path by cutting down a few.&lt;br /&gt;
* Are there [[boulder]]s ({{raw tile|∞|7:0:0}}) blocking the path outside? To remove them easily, you need a [[stonecutter]]. If you selected &amp;quot;play now&amp;quot;, you should have one already. Use {{K|v}} to smooth stone and designate the boulder(s) for smoothing. They should flash this symbol: {{raw tile|┼|7:0:1}}&lt;br /&gt;
* Is the path to the depot only accessible via stairs or did you build traps in the way? Wagons cannot pass traps or stairs, even if they're 3x3 wide.&lt;br /&gt;
* Building a paved [[road]] {{Menu icon|b|n|o|sep=-}} will stop trees from growing on the wagon path, and can be a good way to ensure that the wagons have an unobstructed path to your depot.&lt;br /&gt;
It's possible that there are multiple obstacles blocking the depot, so this can take some troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The first few times the traders arrive, they will not bring a wagon anyway. They will only start to bring a wagon once your fortress is a [[barony]]. Without a wagon, they will carry much less goods and you can sell them much less, because their carrying capacity is greatly reduced.''&lt;br /&gt;
&lt;br /&gt;
== Migrants ==&lt;br /&gt;
{{gametext|Some migrants have arrived.}}&lt;br /&gt;
At some point soon, you'll most likely be getting migrants (if you haven't already). You'll usually get between 5 and 15 migrants in the first 2 waves, which occur sometime during your second and third seasons. See [[/Migrants|this page]] for advice when you receive migrants.&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
Up to this point, your dwarves have probably been sleeping on dirt or rock in your fortress. While this is fine for a short time, your dwarves will gradually become less happy if they are forced to sleep without a bed. Under normal circumstances beds can only be made from wood, so be sure to designate some more trees to be cut down if you're short on logs.&lt;br /&gt;
&lt;br /&gt;
[[Bedroom design|Designing living quarters]] is largely a matter of personal preference and aesthetic sense. While a few useful designs are discussed here, there are many other options. In general, try to keep the bedrooms close to the stairs, and make your access hallways at least two tiles wide to reduce congestion. &lt;br /&gt;
&lt;br /&gt;
=== Location ===&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
Because noise generated from certain jobs (especially mining and woodcutting) can bother sleeping dwarves, doing these jobs within 8 tiles of a sleeping dwarf should be avoided (see [[noise]] for more information). There are two ways of accomplishing this:&lt;br /&gt;
* Placing bedrooms at the end of a hallway at least 8 tiles long will avoid most noise (as long as you are careful to avoid noisy jobs directly above or below the bedrooms).&lt;br /&gt;
* Extending your fortress down several z-levels will also work (9 levels from the surface is a safe choice), although extending a 3x3 staircase takes more work than extending a single hallway.&lt;br /&gt;
Both options work equally well, as long as you are careful to avoid disturbing sleeping dwarves. Ultimately it depends on how you want your fortress to look. &lt;br /&gt;
&lt;br /&gt;
=== Layout ===&lt;br /&gt;
Due to the limited resources of a new fortress, setting up a communal sleeping area in a dormitory is often the best short-term solution. However, you can also set up individual bedrooms for dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Benefits of individual bedrooms:'''&lt;br /&gt;
* Dwarves are happier with their own bedroom and furniture.&lt;br /&gt;
* Individual rooms can increase your fort's perceived wealth.&lt;br /&gt;
'''Benefits of dormitories:'''&lt;br /&gt;
* Dormitories are easier to set up and expand (only one room is necessary, and each dwarf only requires one bed).&lt;br /&gt;
* Sleeping dwarves are much less likely to be attacked when other dwarves are around them.&lt;br /&gt;
* Multiple dwarves can sleep in a dormitory. In contrast, only one dwarf can ever sleep in a bedroom (dwarves cannot sleep in another dwarf's bedroom, even when unoccupied).&lt;br /&gt;
* Far fewer beds are needed – in a fort of 50 dwarves, for example, around five dwarves will be sleeping at a time (on average). A dormitory, therefore, rarely requires above ten beds, while individual bedrooms would require 50 beds to be built.&lt;br /&gt;
* Even when all of the beds are occupied, dwarves will still sleep in the general area of the dormitory. This is more convenient than having dwarves sleeping all over your fort.&lt;br /&gt;
For now, setting up a dormitory is easiest (although you can change this later, if you feel the need to).&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Queue up as many beds as you need in a carpenter's workshop (no more than 3 or 4 should be necessary for a dormitory). Build the beds with {{k-|b|f|b}}. You can check &amp;quot;Keep building after placement&amp;quot; to place multiple beds. (As long as your furniture/general-purpose stockpile isn't full yet, dwarves will store beds in them as they are finished, so there may be a delay before they're available to be built.)&lt;br /&gt;
&lt;br /&gt;
'''Setting up a dormitory:'''&lt;br /&gt;
# Dig out an empty room in the location you selected.&lt;br /&gt;
# Open the {{K|z}}one menu and click on &amp;quot;Dormitory&amp;quot;. Draw a rectangle over the room you dug out.&lt;br /&gt;
# Once you have a bed ready, build it anywhere in your dormitory.&lt;br /&gt;
You can place multiple beds in the dormitory.&lt;br /&gt;
&lt;br /&gt;
[[File:DfwikiIndividualBedroomsQuickstart.png|thumb|right|An example of individual bedrooms (with furniture, discussed below)]]&lt;br /&gt;
'''Setting up individual bedrooms:'''&lt;br /&gt;
# Dig out a small room for each bed (the size and shape are up to you, but 2 to 4 tiles generally works best).&lt;br /&gt;
# Build each bed {{Menu icon|b|f|b|sep=-}} in a room when ready&lt;br /&gt;
# Make sure each room is enclosed by a door {{Menu icon|b|p|r|sep=-}}. You can make doors at the carpenter's or stoneworker's workshops.&lt;br /&gt;
# Open the {{K|z}}one menu, and click on &amp;quot;Bedroom&amp;quot;.&lt;br /&gt;
# Click &amp;quot;Multi&amp;quot; (instead of &amp;quot;Paint&amp;quot;), and draw a rectangle containing multiple bedrooms. Each room with a bed, enclosed by a door, will be marked as a bedroom.&lt;br /&gt;
You should see {{DFtext|Current owner: Nobody}} in the menu. A dwarf will eventually get around to claiming the bedroom – you don't need to assign each dwarf to a specific bedroom.&lt;br /&gt;
&lt;br /&gt;
==Nobles and Administrators==&lt;br /&gt;
Hit the {{Menu icon|n|sep=-}} key to open up the [[Noble|nobles and administrators]] screen.  The most important positions to assign are '''[[manager]]''', '''[[broker]]''', and '''[[bookkeeper]]'''. &lt;br /&gt;
* A '''manager''' will allow you to queue up [[work order]], which will greatly simplify managing your production. &lt;br /&gt;
* A '''bookkeeper''' will allow you to maintain inventory counts on the stoc{{K|k}}s screen so you'll know what you do and don't have. &lt;br /&gt;
* A '''broker''' is necessary to trade with a caravan once one has arrived at your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
===Manager &amp;amp; Broker ===&lt;br /&gt;
In the default {{DFtext|Play Now!}} party, your [[expedition leader]] is a good choice for manager and broker when starting out. Don't worry that it's just one dwarf doing all this; the manager job doesn't take very long, and this dwarf will be available to talk to the traders when a trade delegation arrives.&lt;br /&gt;
&lt;br /&gt;
===Bookkeeper===&lt;br /&gt;
In the default {{DFtext|Play Now!}} party, your planter is a good choice for bookkeeper when starting out.&lt;br /&gt;
&lt;br /&gt;
:''See [[Stocks]] for a detailed explanation of the stoc{{K|k}}s screen.''&lt;br /&gt;
&lt;br /&gt;
Don't worry about the [[chief medical dwarf]] yet. They will be needed when you set up your [[Healthcare|hospital]] which won't be covered in this guide. Feel free to go check out the [[Healthcare]] guide once you're done.&lt;br /&gt;
&lt;br /&gt;
===Offices (Studies)===&lt;br /&gt;
Some of your administrative positions (manager and bookkeeper) require an [[office]] in order to function. If your manager, for example, doesn't have an office, you will not be able to do any of the things that require a manager even though you have one assigned. &lt;br /&gt;
[[File:DFwikiNoblesScreen.png|right|thumb|400px|Nobles screen. The red stuff turns green once an office is assigned.]]&lt;br /&gt;
&lt;br /&gt;
Earlier you should have queued up a table and throne in your stoneworker's shop, and they should be done by now. &lt;br /&gt;
# Dig out a room near your sleeping quarters or stockpiles (at least 1x3, no more than 5x5).  &lt;br /&gt;
# Place the furniture in it with {{Menu icon|b|f|r|sep=-}} (chair) and {{Menu icon|b|f|t|sep=-}} (table). &lt;br /&gt;
# Wait for the dwarves to install the furniture&lt;br /&gt;
# Using the {{Menu icon|z|sep=-}} (zones) menu, mark the room as an office, and then assign the office to your expedition leader (who should be both your bookkeeper and manager). &lt;br /&gt;
# Hit {{Menu icon|n|sep=-}} to verify that these positions now have the office they need (if so, the icon next to the position should no longer be red).&lt;br /&gt;
&lt;br /&gt;
==Furniture==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|width=45%|Different Names, Same Thing|As you've noticed, some things have different names based on what they're made of (for example, chairs vs. thrones and chests vs. coffers) even if they're functionally the same (material almost never makes a difference). [[Furniture#Furniture_types_with_multiple_names|Here's a list.]]&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s are a notable exception &amp;amp;mdash; they can only be made of wood, which also includes the giant mushrooms in the caverns.&lt;br /&gt;
}}&lt;br /&gt;
Now would be a good time to start building some [[furniture]]. You could queue up all these items directly from your workshops, but why not give your new manager a little practice?&lt;br /&gt;
Using the work {{K|o}}rders menu, click the clipboard icon in the top right to queue up a new job, and type &amp;quot;[[bed]]&amp;quot;, and then select &amp;quot;Make bed.&amp;quot; Click the number sign to set the quantity to around 4 (or more, depending on how many beds you need). Next, queue up at least four [[table]]s, eight [[throne]]s/chairs, and four doors. Make sure you select a material you have – rock or wood will both work for all of these (except beds), so use whatever you have in your stockpiles. If you like, you can also queue up a few wooden [[chest]]s or rock coffers and [[cabinet]]s (which can be used in bedrooms, if you set up individual bedrooms). The tables and chairs will go in your [[dining room]], speaking of which...&lt;br /&gt;
&lt;br /&gt;
==Dining and Food Prep Area==&lt;br /&gt;
Right off the main stairwell (any unused area by the staircase will work), create three rooms. One will be for general food storage, one a [[dining room|dining hall]], and one a [[kitchen]]. The kitchen will allow you to make [[Cook#Recipes|prepared food]]. Make the room for the kitchen 5x5. The storage area and dining hall should be larger. Ideally, leave empty space on at least one side of your dining hall so that it can be expanded later if necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:DFwikiDiningFoodPrepExample.png|right|thumb|Dining level with dining hall (east), kitchen (north), storage area (west), fishery, butcher's workshop, and tanner's workshop (south).]]&lt;br /&gt;
&lt;br /&gt;
Use {{Menu icon|b|o|f|k|sep=-}} to build the kitchen in the middle of the 5x5 room. Use {{Menu icon|p|sep=-}} to create food stockpiles in the remaining space around it, as well as the entire food storage room. Go back to your general-purpose stockpile on the top level and change the settings to disable food (click &amp;quot;Food&amp;quot; then click &amp;quot;None&amp;quot; in the center column). This will cause any food in your general purpose stockpile to get moved to your new food-only stockpiles. Hit {{K|y}} and select ''[[Kitchen]]'' from the top of the screen, then disable all cooking for plants, and enable brewing for them so that they will only be used for brewing. Also disable alcoholic beverages for cooking, otherwise your cooks will waste perfectly good hooch in their cooking. The only time you might want to use alcohol in cooking is when you have lots of booze but are running out of food. If you plan to do any fishing, dig out another area and create a [[Fishery]] on this level so the uncleaned fish your fisherdwarf just caught can be cleaned (gutted) for consumption or cooking. If you plan to do any hunting or [[Status#Animal_Status_Screen|slaughter]] any animals, create a [[Butcher's shop]] on this level so animal corpses can be butchered. The fishery/butcher's shop can be placed behind the kitchen or the general food stockpile, for example. A door is recommended for the butcher's shop in order to contain [[Miasma]] should something rot, and to otherwise avoid offending squeamish dwarves. Eventually, go check out the subpage on [[/Stockpiles/]] for more information on fine-tuning these stockpiles for maximum efficiency. For now you can safely procrastinate on this and move on to the next section.&lt;br /&gt;
&lt;br /&gt;
==Placing Furniture==&lt;br /&gt;
Once your furnishings are complete, you need to place them in rooms using the build furniture ({{Menu icon|b|f|sep=-}}) command. Put the new chai{{K|r}}s and {{k|t}}ables in the dining room. If you like, you can add doors for aesthetics (they can be useful in case something starts rotting in your food stockpiles). If you created chests and cabinets, you can add them to each room if you want, but it is not urgent now.&lt;br /&gt;
&lt;br /&gt;
==Meeting Hall==&lt;br /&gt;
Add a Meeting Area {{Menu icon|z|sep=-}} (zone) in the dining room. This will cause idle dwarves to hang around in the dining hall. You want idlers in a central location, close to where you will be placing your emergency drawbridge levers. You should probably remove the temporary meeting area (and any other meeting areas that you created earlier).&lt;br /&gt;
&lt;br /&gt;
==Checking Supplies==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Hostile Wilds|Before turning on either hunting or fishing, examine the {{K|u}}nits screen to see if there are any dangerous critters your hunters/fishers need worry about. With hunting especially, you may need to check this screen frequently.}}&lt;br /&gt;
Use the [[stocks|stoc{{K|k}}s]] screen to check your stock levels. How much food and booze do you have left? You only have unprepared food at this point, and the booze you brought with you, but soon you will be making more. If you are running low on food, you can designate gathering some [[shrub|outdoor plants]], [[Status#Animal_Status_Screen|slaughter]] some animals, turn on [[fishing]], or turn on [[hunting]] to tide you over for a bit. Hunting and slaughtering animals both require a butcher's shop.&lt;br /&gt;
&lt;br /&gt;
==Brewing and Cooking==&lt;br /&gt;
Once your first crop of plump helmets starts to come in, you will want to start [[brewing]] as a [[repeat]]ing task. Also, now would be a good time to start [[cooking]] actual meals rather than forcing your dwarves to eat raw food. Cooking [[Cooking#Recipes|easy meals]] will train dwarves faster, but they may be happier with [[Cooking#Recipes|lavish meals]]. So, you might want to cook easy ones until your cook or cooks skill up to a certain point then have them start making lavish meals. Prepared food is cooked from two (easy), three (fine), or four (lavish) raw food/alcohol ingredients. Each prepared food item will be called a 'something' (for instance, a specific animal meat) &amp;quot;biscuit&amp;quot;, &amp;quot;stew&amp;quot;, or &amp;quot;roast&amp;quot; depending on the lavishness of the meal.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Conserving Resources|Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.}}&lt;br /&gt;
Speaking of booze, in order to keep the booze flowing, you will need to create some [[barrel]]s, or some stone [[pot]]s. Your dwarves should have emptied a few barrels by now to get you started, but you will definitely need more. A ''lot'' more.  If you have an abundance of trees, then you can designate some more for cutting, and have your carpenter make a bunch of wooden barrels, but it may be more prudent to make a [[Craftsdwarf's workshop]], make sure someone has the [[Stonecrafting]] labor enabled, and build a bunch of rock pots. (Rock pots are essentially barrels made of rock.) And don't worry that you've made too many; you almost can't get enough of them. Keep checking your food and drink stock levels on the status bar at the top of the screen periodically. While cooked food (properly stockpiled) and alcohol don't spoil, there is really no need to stock 2,000 units of dwarven wine at this point. Ten times the number of drinks and meals as you have dwarves is more than enough. If you start running out of food or drinks, designate some wild plants for harvesting, [[Status#Animal_Status_Screen|slaughter]] some of your animals, start hunting or fishing, or start more farms. (Actually, now would be a fine time to make another 3x3 farm. Set it to produce [[sweet pod]]s in the spring and summer, [[cave wheat]] or [[pig tail]]s (your choice) in the fall (autumn), and [[plump helmet]]s in the winter. Having multiple types of plants will give your dwarves more variety in their food and drink, keeping them from [[Thought|grumbling]].)&lt;br /&gt;
&lt;br /&gt;
==Storage Space==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Advanced Stockpiling|Check out the [[/Stockpiles|Stockpiles]] sub-page for more information on fine-tuning your stockpiles, especially in the food production area. This is somewhat complicated and it can safely be skipped if you don't feel like tinkering with stockpiles right now.}}&lt;br /&gt;
You should probably start making some wooden '''[[Bin|bins]]''' to help you store more stuff in less space. You might not need them yet, but you certainly will later. Bins are somewhat like barrels/pots, but they can store things other than just food and drink. Bins will also reduce the amount of labor needed to [[haul]] things to your trade depot or other stockpiles. So designate some more trees to be chopped down and queue up some bins. As with barrels and pots, you almost can't have enough bins.&lt;br /&gt;
&lt;br /&gt;
=Beyond a Minimal Fortress=&lt;br /&gt;
&lt;br /&gt;
By now you should have your main entrance created, along with a farm, general-purpose stockpile, refuse pile (for trash), and [[trade depot]]. Somewhere you should have a stoneworker's shop, a mechanic's shop, a carpenter's shop, and a jeweler's shop, surrounded by appropriate storage piles with garbage zone (for excess stone). You should also have a furnished dining area with kitchen, still, and food storage, and a residential area with furnished bedrooms and an office. You should have selected your administrators, and might even have an optional fishery, butcher's shop, craftsdwarf's workshop, or other stuff. At this point, you have all the components of a minimal but functional fortress! Your next steps will be to make it safer and better-protected, to set up your [[metal industry]], and later to prepare your [[military|militia]].&lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
Start producing '''[[mechanism]]s''' at your [[mechanic's workshop]]. Queue up ten. After they are built, use them to create [[Trap#Stone-fall_Trap|stone fall traps]] using {{Menu icon|b|t|t|sep=-}}. Be sure not to block access to your depot! Queue up some [[cage]]s, and more mechanisms, and use these to create some [[Trap#Cage_Trap|cage traps]] right after your stone traps. Cage traps are incredibly effective at stopping ambushers, but traps in general will not protect you from [[thief|thieves and kidnappers]] who will almost always bypass them. (To deal with these ambushers, see the next section on [[#Guard Animals|guard animals]]). Continue to fill up your entry hall with alternating rows of stone and cage traps as the parts become available. Ideally you want to have enough cage traps to take out most of the [[goblin]]s so your military will only have to mop up.&lt;br /&gt;
&lt;br /&gt;
Note that traps will block wagons from reaching your trade depot (although pack animals will still arrive safely). A few ways to avoid this are shown below:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram&amp;gt;&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
[#2:1].....&lt;br /&gt;
.....&lt;br /&gt;
.....&lt;br /&gt;
[#1:1]^^^^^&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A simple strategy, most useful above ground where invaders can come from the sides – underground, this is less useful (invaders don't tend to emerge from the walls). &lt;br /&gt;
'''Legend:''' In this diagram and the one below, traps are blue {{DFtext|^|1:1}} (^) symbols, and the green {{DFtext|.|2:1}} and red {{DFtext|.|4}} (.) symbols represent the ground and cave floor.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;diagram fg=&amp;quot;4:0&amp;quot;&amp;gt;&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
░.......░&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
....[#1:1]^[#]....&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|A more complex design, but also extremely effective (best used underground). The majority of invaders will choose to take the shortest path, directly through the traps. This can also be extended to make a wider group of traps of a longer safe route.&lt;br /&gt;
&lt;br /&gt;
This is relatively easy to implement if you already have a 3-tile wide hallway – just dig a small loop off it and place traps in the old location.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that this is only necessary when caravans can't get to your trade depot, because the hallway is filled with traps - if your trade depot is not behind a trap-lined hallway, you can safely make a hallway full of traps - citizens won't trigger traps.&lt;br /&gt;
&lt;br /&gt;
If you place a trap somewhere you didn't mean to, remove it by clicking on it and selecting &amp;quot;Remove this building&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Guard Animals==&lt;br /&gt;
Create one 1x1 [[pasture]] near the beginning of your entryway, in the middle tile, using {{Menu icon|z|sep=-}}. Assign a [[dog]] or other non-grazing animal to it. This animal will spot thieves and raiders before they gain entrance to your fortress. Try to pick a disposable animal, as it ''will'' be slaughtered by the first ambush raiders. Ideally, don't assign female animals; you want them safe for [[Meat industry#Breeding|breeding]] (you should make sure to keep at least one male around for breeding as well).&lt;br /&gt;
&lt;br /&gt;
==Drawbridge==&lt;br /&gt;
In case of an [[ambush]] or [[siege]], you will want to close up your fort, keeping the goblins out until your [[squad]]s have formed up and are in position. Therefore, you can build a [[Bridge|drawbridge]] ({{Menu icon|b|n|b|sep=-}}) to seal off your entryway. Make sure to set the draw direction, which then forms a barrier to block enemy ranged units. If you don't get the orientation of the bridge correct, it will just retract (disappear) instead of raising up, allowing enemy ranged units to fire across. &lt;br /&gt;
&lt;br /&gt;
Put the drawbridge between the trade depot and the hall-o-traps so you can lock things out of the fort. Build a lever ({{Menu icon|b|m|l|sep=-}}) near your meeting area and [[Lever#Linking|link]] it to the drawbridge by clicking on the lever and selecting &amp;quot;Link lever&amp;quot;. (This linking will require 3 [[mechanisms]] in total.)&lt;br /&gt;
&lt;br /&gt;
==Metal Industry==&lt;br /&gt;
[[File:DFwikiForgesandSmeltersExample.png|thumb|right|Level -2: Forge and smelters with bars stockpile in the middle.]]&lt;br /&gt;
Now, below your first workshop level, dig out four more 5x5 rooms around the stairwell. Three of these will be [[smelter]]s ({{Menu icon|b|o|u|l|sep=-}}), and one a [[metalsmith's forge]] ({{Menu icon|b|o|i|sep=-}}). Designate stockpiles for bars around the smelters and forge. The bar stockpiles will hold [[Fuel|coke and charcoal]] and metal [[bar]]s. You will probably need larger bar stockpiles, but you can dig out more space and expand them later. Also dig out some space and create a stockpile for [[ore]] somewhere nearby. To make an ore stockpile, designate a stone stockpile, then change the settings on it to forbid all types of stone other than ore. Finally, go to your general-purpose stockpile on the top level and disable Bars. Stone should already be disabled on this stockpile, and if so, then ore is already disabled for it.&lt;br /&gt;
&lt;br /&gt;
===Wood Burning===&lt;br /&gt;
Somewhere near your carpenter's shop, near your wood stockpile, dig out an area and build a [[wood furnace]] ({{Menu icon|b|o|u|f|sep=-}}).  This is where you will create charcoal (see below) and ash (for making soap). Dwarf Fortress has two forms of carbon which are useful as [[fuel]] in the metal industry: ''charcoal'' (which is charred wood), and ''coke'' (refined coal).  They are completely interchangeable.  If your map has a lot of '''lignite''' or '''bituminous coal''', you can process that into coke, using charcoal to jump-start the process. If you don't find coal on your map, you'll need to either dig down to [[magma]] or make charcoal out of wood to run your forges and smelters, but don't worry about this yet. You need to do some digging around.&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|&amp;quot;I have struck what?&amp;quot;|New players who don't have a degree in geology usually find themselves confused as to what all these mineral names mean. In DF you'll never strike &amp;quot;iron ore&amp;quot; but you will strike [[magnetite]] or [[limonite]] which are [[ore]]s of [[iron]]. If you don't know that these things are ores of iron then it obviously won't occur to you to try to smelt iron. See '''''[[The Non-Dwarf's Guide to Rock]]''''' to help you figure out exactly what you've found.}}&lt;br /&gt;
At this point you want to start looking for metal ore. You may have already found some while digging out rooms, in which case you can just mine into the walls of the rooms to get more ore. If you haven't found ore yet or you want to see what else you can find, you will need to dig [[Exploratory mining|exploratory tunnels]] looking for ores, minerals, and [[gem]]s. For now just start digging tunnels out from your stairwell or rooms in all directions and see what you run into. Note that digging into '''damp stone''' or '''warm stone''' is not recommended as those areas may be holding back water or lava which can flood your fort.&lt;br /&gt;
&lt;br /&gt;
===Fuel===&lt;br /&gt;
Whether you find [[coal]] or not, you will need to burn wood into at least one unit of [[charcoal]]. If you find some coal ([[lignite]] or [[bituminous coal]]), start your [[smelter]]s out processing it into [[coke]] using your charcoal to get things started. From then out you can burn coke to make more coal into more coke and so on. Put these coke-making jobs on repeat. Only use one smelter to begin with, but you should be getting a group of [[Immigration|immigrants]] fairly soon, if you haven't already, and you can put them to work in the other smelters. Don't give up on finding coal right away. Dig around for a while and if you're starting to get impatient then burn some more wood into charcoal, smelt some ore, and make some [[weapon]]s. If you rely on charcoal for fuel then you'll be needing a ''lot'' of wood, so in that case dig out another room near the furnace and create a wood stockpile. You might also want to just remove a smelter, replace it with a [[wood furnace]], and create the new wood stockpile down in the smelting area. Finally, go designate more trees for chopping.&lt;br /&gt;
&lt;br /&gt;
===Forging===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|Alternative Energy|If you don't find coal then you will have to continue to burn wood into charcoal, or dig down to the bottom of the map and find the magma sea so you can power [[magma smelter]]s and [[magma forge]]s. Getting to magma can be difficult for various reasons that you will discover, so make sure you are ready for some trouble before you go that direction. Burning charcoal should work out okay in the short term.}}&lt;br /&gt;
Once you have smelted some ore to get metal bars, and have additional bars of either coal or charcoal, you can start forging metal items. Here are some suggestions on what to make first:&lt;br /&gt;
#'''[[Pick]]s''' - You may have only started out with one pick which limits the number of miners you have to one. By this point you are probably wishing you had more miners. Make a few picks and give some dwarves the mining labor once you get some immigrants. It doesn't matter what metal you use to make picks, at least when it comes to mining, so even copper is perfectly good.&lt;br /&gt;
#'''[[Weapon]]s''' - Picks actually make pretty good weapons, but there can be some issues equipping them because they're tied to the mining labor. You may want to make a few axes. They make good weapons, at least against most lightly armored opponents you're likely to encounter first, and can be used to chop trees. Start with 5 or so.&lt;br /&gt;
#'''[[Armor]]''' - You're going to want some armor. Start with mail shirts, helms, leggings, then gauntlets and boots. Start with 3 or so of each in the order listed, then make more later when your military grows.  Also make some shields out of wood, unless you're swimming in metal (since the shield's material doesn't matter for defensive purposes).  Once you have the essentials covered, you can include breastplates (but they take 3 bars of metal to make, and they don't cover as much of the torso and arms as a mail shirt). &lt;br /&gt;
An important thing to note is that mail shirts protect the upper leg as well as the torso and arms, and high boots protect the lower leg. As dwarves have no knees (at least in military terms), high boots and mail shirts are sufficient to protect your dwarves' legs.&lt;br /&gt;
[[Steel]] is the best normal metal to make armor and most weapons out of, but you will likely find that you want some arms before you can make steel. [[Iron]] is good, as is [[bronze]]. [[Copper]] is not ideal, but it still works and is better than no metal weapons/armor at all.&lt;br /&gt;
&lt;br /&gt;
==Gemcutting and Trinkets==&lt;br /&gt;
[[File:DFwikiCraftsExample.png|thumb|right|A craftsdwarf workshop. They produce crafts and trinkets which can be traded in a Depot.]]&lt;br /&gt;
You should have uncovered some [[gem]]s by now, so put your [[jeweler]] to work [[Gem cutter|cutting]] them. These will be used for [[Trading|trade]].  Only buy things that you need in the first year. [[Finished goods|Stone crafts]] produced by a craftsdwarf can make good trading goods as well. To get enough goods, you will need to dedicate a craftsdwarf's workshop and craftsdwarf to this task full-time, but you're very unlikely to ever run out of stone.&lt;br /&gt;
&lt;br /&gt;
==Sticking to the Plan==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Getting Distracted|Say one of your new immigrants turns out to be a legendary weaver. Should you plant some pig tails and create a loom for him? '''No!''' Put his legendary butt to work smelting metal or something that's part of your current industry even though he has no skill at it. Do not split your efforts yet. You can make use of his unique talents later when you can afford to diversify your industry.}}&lt;br /&gt;
Metalsmithing will be your primary economic activity, with cutting gems (and possibly making stone crafts) being used to give you some short-term [[wealth]] until the [[metal industry]] gets going. This means you will need miners, haulers, smiths and furnace operators. Unless a dwarf is doing something else vital to the proper functioning of your fort, such as training in the militia, making traps, cooking food, and so forth, they should be doing one of those four things.&lt;br /&gt;
&lt;br /&gt;
==Wealth and Invasion==&lt;br /&gt;
{{TipBox2|float=right|titlebg=#a00|Crafting Invitations for Trouble|Creating too much wealth initially is a sure fire method of pulling down a goblin ambush that you are ill-equipped to deal with. Titans will also start attacking you should your wealth go over a certain amount. For this reason, spend no time smelting gold, smoothing, or engraving anything yet. Most of the wealth you create in the beginning should be the [[weapon|sharp pointy kind]].}}&lt;br /&gt;
You may have struck [[gold]] or some other valuable metal, and you may be tempted to put your furnaces and smiths to work creating valuable metal crafts. Don't do it! Until you have your militia formed and fully equipped with armor and weaponry, your smelters and forge should be doing nothing else but smelting cheaper materials like coal, iron, making pig iron and steel if possible, and making weapons and armor. Making [[steel]] will actually increase your wealth quite a bit, but at least you can stab and beat things to death with steel; you can't make weapons from gold.&lt;br /&gt;
&lt;br /&gt;
=Military=&lt;br /&gt;
&lt;br /&gt;
Your '''military''' is an important part of fortress defense. Unless you have totally cut yourself off from the outside world, then you will want at least some sort of military. Once you reach this point, you should hopefully have enough dwarves to start a small military training program. You will need at least 5 dwarves who aren't otherwise doing anything important. If you don't have any spare dwarves yet, or just don't want to mess with it yet, just skip to the next section and come back to this later. Don't wait too long to set up your military though; you especially will want soldiers before you reach a population of 80 dwarves. (You will find out why.) When you're ready to start up your military, see the [[Military quickstart]] guide.&lt;br /&gt;
&lt;br /&gt;
= What Next? =&lt;br /&gt;
&lt;br /&gt;
Congratulations! If you've made it this far then you have a self-sustaining fort going and can now start to branch out into whatever you are interested in exploring. Expect some goblin invasions, forgotten beasts, titans, dragons, giants, and other creatures to interrupt your activities at various points. This is part of the [[fun]].&lt;br /&gt;
&lt;br /&gt;
Here are some things that people almost always do eventually, though not necessarily in any particular order (these are somewhat essential):&lt;br /&gt;
*Build [[coffin]]s and a graveyard or [[tomb]]s for dead dwarves and pets&lt;br /&gt;
*Set up a [[Healthcare|hospital]]&lt;br /&gt;
*Build a [[well]]&lt;br /&gt;
*Start producing [[textile industry|clothing]] to replace [[wear|worn-out attire]]&lt;br /&gt;
*Build a [[jail]] for unruly dwarves&lt;br /&gt;
*Set up [[Scheduling#Alert_Levels|civilian alerts]] to get civilians to a safe area during ambushes and sieges&lt;br /&gt;
&lt;br /&gt;
Here are some things that players often do as their population grows:&lt;br /&gt;
*[[Smoothing|Smooth]] and [[engraving|engrave]] walls and floors&lt;br /&gt;
*Produce [[Meat industry|Meat]], [[Egg production|eggs]], milk and [[Beekeeping industry|honey]]&lt;br /&gt;
*Continue to expand the [[military]]&lt;br /&gt;
*Explore new [[Industry|industries]]&lt;br /&gt;
*Dig down to the [[caverns]] and create a defended lower entrance with traps to defend the fort against the [[creatures|denizens]] below&lt;br /&gt;
*Enable [[Animal training]] for a dwarf and train some war animals&lt;br /&gt;
*Build a [[Mass pitting]] system to dispose of caged enemies&lt;br /&gt;
*Build above-ground [[construction]]s such as an archery tower or garden&lt;br /&gt;
*Create a [[statue|statue garden]] or [[zoo]]&lt;br /&gt;
*Farm in an [[Farming#Above-ground_farming|above-ground farm plot]]&lt;br /&gt;
*Dig down to [[magma]] and set up [[magma forge]]s and [[magma smelter]]s to avoid the need for fuel&lt;br /&gt;
*Build [[machine component]]s to pump magma and water&lt;br /&gt;
*Create more [[Trap design|elaborate traps]] such as magma and drowning chambers&lt;br /&gt;
*Try some [[stupid dwarf trick]]s&lt;br /&gt;
&lt;br /&gt;
You may also want to just read over the [[Dwarf fortress mode|Fortress Mode Reference Guide]] and the many other very useful documents on the wiki to give you other ideas of what to do.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that how you play is not set in stone. Some people never defend, some start a [[Megaprojects|megaproject]] right after settling, some never dig and just build an above ground castle or town using logs. Some never smelt ore, some start smelting as soon as they arrive. Some make their home in the dangerous natural caverns. Some deal with invaders by flooding the map or isolating themselves completely. And that's not even considering the [[List of mods|mods]] and some of the crazier [[challenges]] that people have come up with. There's really no one &amp;quot;right&amp;quot; way to play DF.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
If you have any feedback on this guide, you can leave a message on the [[{{TALKPAGENAME}}|talk page]] for this article.&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Quickstart guide}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Быстрый старт]]&lt;br /&gt;
[[zh:Quickstart guide]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Kitchen&amp;diff=294089</id>
		<title>Kitchen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Kitchen&amp;diff=294089"/>
		<updated>2023-06-13T19:45:04Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Types of meals */  - matched with Cook&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{v50 workshop&lt;br /&gt;
|name=Kitchen&lt;br /&gt;
|icon=[[File:kitchen_icon.png]]&lt;br /&gt;
|key=z&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|job=&lt;br /&gt;
*[[Cooking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Dwarven syrup]]&lt;br /&gt;
* [[Egg]]&lt;br /&gt;
* [[Fat]]&lt;br /&gt;
* [[Fish]]&lt;br /&gt;
* [[Flour]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Honey]]&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* [[Milk]]&lt;br /&gt;
* [[Plants]]&lt;br /&gt;
* [[Prepared organs]]&lt;br /&gt;
* [[Seed]]s&lt;br /&gt;
* [[Tallow]]&lt;br /&gt;
|production =&lt;br /&gt;
*[[Food|Prepared meals]]&lt;br /&gt;
*[[Tallow]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''kitchen''' is operated by a dwarf with the [[Cook|cooking]] [[labor]] enabled. It is used to cook prepared meals and render fat from [[Butcher's shop|butchered]] animals into [[tallow]]. Cooking meals applies a [[quality]] modifier to each ingredient, which drastically increases the [[food]]'s value (up to 100×). Cooked meals count as each of their ingredients for the purpose of satisfying your dwarves' [[preference]]s, increasing the likelihood of happy [[thought]]s while eating. Finally, cooking spoilable foods such as [[meat]], [[fish]], and [[plants]] will deter [[rot]], but any [[seed]]s from cooked [[plant]]s are lost.&lt;br /&gt;
&lt;br /&gt;
==Types of meals==&lt;br /&gt;
&lt;br /&gt;
Prepared meals come in three varieties:&lt;br /&gt;
* '''Easy meals''' require two ingredients and are named &amp;quot;{last ingredient} '''biscuit''' ([[File:biscuit_sprite.png]]).&lt;br /&gt;
* '''Fine meals''' require three ingredients and are named &amp;quot;{last ingredient} '''stew''' ([[File:stew_sprite.png]]).&lt;br /&gt;
* '''Lavish meals''' require four ingredients and are named &amp;quot;{last ingredient} '''roast''' ([[File:roast_sprite.png]]).&lt;br /&gt;
&lt;br /&gt;
Lavish meals result in larger stacks of higher-value food. They take a bit longer to produce and result in less experience gained for your cook per ingredient. With a greater variety of materials in the prepared meal, there is a higher probability a dwarf will get something they [[Preferences|like]], giving the eater a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Easy meals will give more experience per ingredient and result in twice as much hauling ''after'' cooking.&lt;br /&gt;
&lt;br /&gt;
==Using liquid ingredients==&lt;br /&gt;
At least one stack going into a prepared meal must be a solid item - if you have only [[Alcohol|booze]], [[milk]], and [[Dwarven syrup|syrup]], your cooking jobs will get canceled.  However, a single [[plump helmet]] can be cooked with ten dwarven wine, ten dwarven milk, and ten dwarven syrup, to make 31 +Plump Helmet Roast+ without issue.&lt;br /&gt;
&lt;br /&gt;
==What to cook==&lt;br /&gt;
You may want to adjust what your dwarves are allowed to cook. For example, your dwarves may happily cook away all the [[seed]]s you need for planting, or use all your [[drink|booze]] as ingredients, a good way to create [[fun]] in the early stages of the fortress. Additionally, cooks seem to prefer some of the worst ingredients (single units of low-value materials like [[tallow]]). To suppress the cooking of certain items (such as booze, seeds or tallow) go to the labor menu ({{k|y}} key) and then go to the ''Kitchen'' subtab. Every cookable and/or brewable item in your fortress will be listed. Once you allow or forbid the cooking or brewing of some kind of product, it will be used (or not) accordingly. Note that any cooking jobs in progress will be canceled if you disallow one of the cook's chosen ingredients. &lt;br /&gt;
&lt;br /&gt;
Cooking with alcohol usually results in large stacks of prepared meals, because alcohol typically has large stack sizes. It is assumed that since all dwarves have a [[preference]] for at least one type of alcohol, cooking with alcohol improves the chance of happy [[thought]]s from eating. Of course, you then need to ensure that you have enough alcohol left for your dwarves to drink; cooked alcohol does not count as drink.&lt;br /&gt;
&lt;br /&gt;
One (relatively safe) method to include a limited amount of alcohol in your meals is to create a small (one-or-two tile) food [[stockpile]] next to your kitchen that only allows types of alcohol that your fortress has in large quantity, and set it to &amp;quot;take&amp;quot; from your larger drink stockpile and &amp;quot;give&amp;quot; to your kitchen(s). You can then use work orders to limit the number of prepared meals that will be created to ensure this stock is not itself rapidly drained by experienced cooks.&lt;br /&gt;
&lt;br /&gt;
Ideally, you want to combine four different ingredients in each meal to maximize the chance of a dwarf experiencing a happy [[thought]] due to a [[preference]]. Unfortunately, when left up to your cook, you'll likely end up with an endless string of [[tallow]] roasts. To enforce variety, you can create a series of single-tile, barrel-less &amp;quot;feeder&amp;quot; [[stockpile]]s, each of which allows a different type of (cookable) food, all set to &amp;quot;give&amp;quot; to your kitchen.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Individual types of prepared meals are not listed in the middle column or right column of the stockpile menu for the Food category. The switch for allowing or banning prepared meals in a [[stockpile]] is displayed underneath the right column and toggled by pressing the {{k|u}} key.  &lt;br /&gt;
&lt;br /&gt;
The size of a prepared food stack varies according to the sum of all ingredient stacks; with large input stacks your kitchen will create a stack of prepared meals that is too big to fit into a [[barrel]] or [[pot]] (capacity 60). If you want to designate a stockpile as the destination for your kitchen's output, be sure that the number of barrels allowed in the stockpile is lower than the number of squares in the stockpile. That way there will be a few non-barrel squares for your haulers to deposit overly large stacks of prepared meals. Given that food left in the open will attract [[Fly|flies]], causing unhappiness in dwarves who encounter them, it may be best to store prepared meals in an area of less traffic than the rest of a food stockpile. You can also &amp;quot;break&amp;quot; large stacks into smaller stacks (for a fee) by trading them to a [[caravan]] and then purchasing them back in smaller stacks.&lt;br /&gt;
&lt;br /&gt;
Be aware that food that is not properly stored in a stockpile rots quite fast. Rotting is the worst possible fate for a masterfully prepared meal. The chef would have every right to be angry about it, since all of his effort spent preparing the meal literally went to waste. Prepared meals can also trigger masterwork destruction if they are eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
Prepared meals are excellent for [[trade]] since they are high-value, renewable/sustainable, easily transported, and easily sub-divided. A high-quality prepared meal stack can surpass all but [[artifact]], [[adamantine]], and heavily [[decoration|decorated]] items in total value.&lt;br /&gt;
&lt;br /&gt;
Even a novice cook will greatly increase the value of raw ingredients. For example, cooking 10 plump helmets (total value 40) in a &amp;quot;Lavish Meal&amp;quot; will produce a stack of plump helmet roast with minimum value of 260. A modest cooking skill can easily double that value, while a legendary cook is theoretically capable of producing a total value of 3120, a 78x increase over the raw ingredients. &lt;br /&gt;
&lt;br /&gt;
Because of the way meal value is calculated, cooking large stacks of common ingredients with small stacks of high-value ingredients results in a large stack of high-value meals. As an example, cooking three single unit stacks of [[whip vine]] [[flour]] with a stack of 7 plump helmets yields a theoretical maximum value of 10,680 from a raw ingredient value of 103. &lt;br /&gt;
&lt;br /&gt;
The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five jobs involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.&lt;br /&gt;
[[File:kitchen_preview.jpg|thumb|400px|center|A not-so-modern kitchen.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Cooks will only cook fluid ingredients as a last resort, instead preferring to cook solid foods with solid foods. {{Bug|2393}}&lt;br /&gt;
&lt;br /&gt;
To force the kitchen to cook with fluids like [[alcohol|booze]], [[milk]], [[oil]], or [[dwarven syrup]], you can limit the possible ingredients used for cooking through [[stockpile]] linkage. If a [[kitchen]] is set to accept ingredients from a stockpile, it will not use any other ingredients unless they are already stored in the kitchen (which may be encountered if no one has yet hauled some recently-rendered [[tallow]]). Set up a tiny stockpile to only hold solid food ingredients, but no [[barrel|barrels]]. The size of this stockpile will determine how many solid ingredients the kitchen can easily use, so if it is 1x1, the cook will use just one solid ingredient before looking elsewhere. A speedy hauler might get another item into that space before the cook stops looking for ingredients, but this is uncommon. Set up another stockpile to hold the fluid ingredients. Set both of these stockpiles to give items to the kitchen. If there's nothing else left in the tiny stockpile when the cook is looking for ingredients, then the only other ingredients which can be used will be the fluid ingredients, and so they will be used even though they are not preferred by the cook.&lt;br /&gt;
&lt;br /&gt;
Of course, the tiny solid ingredient stockpile will need to be refilled, so you will also need a larger stockpile that links to the tiny one. Unfortunately, once ingredients are in barrels, they will never be taken out of the barrels to be moved to the tiny stockpile, so the larger stockpile will also have to be limited to not use barrels. One way to get ingredients out of barrels is to set a barrel-using food stockpile to only accept from linked stockpiles, set the stockpile to give to the kitchen but not to take from anything, and queue up a lavish meal. Watch the kitchen, and once ingredients have been delivered so work can begin, cancel or pause the work. They will then need to empty the kitchen, and since your barrel-using stockpile is set to not accept from the kitchen, only your barrel-free stockpiles will be available. It might be quicker and less frustrating to [[Exploit#Quantum_stockpiles|dump]] ingredients from barrels into a barrel-free stockpile instead.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{Category|Food}}&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cook&amp;diff=294088</id>
		<title>Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cook&amp;diff=294088"/>
		<updated>2023-06-13T19:44:33Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Prepared Meals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Cooking]]&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Kitchen]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rafar&lt;br /&gt;
| elvish  = othi&lt;br /&gt;
| goblin  = kengku&lt;br /&gt;
| human   = lem&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Cook''' is a dwarf whose highest skill is in cooking. Cooks will prepare meals at the [[kitchen]] workshop using ingredients available in your fortress. They will also render [[fat]] into [[tallow]] at the kitchen. Both of these fall under the Cooking labor.&lt;br /&gt;
&lt;br /&gt;
Although some kinds of [[food]] can be eaten raw, other food resources are ingredients which are only edible when cooked into a meal. Cooking thus increases the number of food sources available to your fortress. Conversely, cooking plants does not yield plant [[seed]]s, so cooking edible plants decreases your potential [[crop]]s. Eating high-[[item quality|quality]] prepared food gives your dwarves happy [[thought]]s if the meal contains one of their [[preference|favorite]] foods {{Bug|4661}}. It is not precisely known how a cook's skill and the quality of ingredients affect the happiness generated by a meal, but as a general rule there's no such thing as &amp;quot;too good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Prepared Meals ==&lt;br /&gt;
There are three kinds of prepared meals: easy, fine, and lavish. All three of these give the same [[experience]] gain to the Cooking skill, so making easy meals maximizes experience gain; if you don't care about experience gain, preparing lavish meals saves much more stockpile space. The number of servings produced has no effect on experience gain. Prepared meals can [[wear|rot]], but will do so much more slowly than raw food, especially [[meat]].&lt;br /&gt;
&lt;br /&gt;
Prepared meals come in three varieties:&lt;br /&gt;
* '''Easy meals''' require two ingredients and are named &amp;quot;{last ingredient} '''biscuit''' ([[File:biscuit_sprite.png]]).&lt;br /&gt;
* '''Fine meals''' require three ingredients and are named &amp;quot;{last ingredient} '''stew''' ([[File:stew_sprite.png]]).&lt;br /&gt;
* '''Lavish meals''' require four ingredients and are named &amp;quot;{last ingredient} '''roast''' ([[File:roast_sprite.png]]).&lt;br /&gt;
&lt;br /&gt;
As you can see, the last ingredient added to the meal will determine its name, which in turn is determined more or less randomly by the order in which the cook grabs them. To successfully create a prepared meal, a cook must have access to the proper number of ''distinct stacks'' of ingredients when the job starts, otherwise the job will be cancelled. The same ingredient may be used for a meal multiple times, provided that ingredient is in multiple discrete stacks. The stack size of the finished prepared meal is the sum of the stack sizes of its ingredients, so a cook grabbing &amp;quot;turkey hen egg [14]&amp;quot;, &amp;quot;plump helmets [5]&amp;quot; and &amp;quot;plump helmets [5]&amp;quot; would result in a stack of &amp;quot;plump helmet stew [24]&amp;quot;. Prepared meals cannot be used as ingredients in other prepared meals.&lt;br /&gt;
&lt;br /&gt;
Cooks may occasionally create a meal that has more than the required number of ingredients; roasts, for instance, may have 5, or, occasionally, 6 ingredients, or even rarely as many as 12. This behavior is presumably a bug, and may be related to the [[Main:Planepacked|Planepacked]] glitch and other similar bugs.  It seems to occur when many stacks of the same food are available (for example, many, many quarry bush leaves) and the cook grabs multiple stacks of the same food.  &lt;br /&gt;
&lt;br /&gt;
Despite their large stack sizes, stacks of prepared meals can usually (though not always) fit into regular [[barrel]]s or [[pot]]s on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
Prepared meals are subject to quality modifiers to their base value while each individual ingredient gets a quality modifier as well, making prepared meals an extremely profitable item indeed.&lt;br /&gt;
&lt;br /&gt;
=== Prepared Meal value ===&lt;br /&gt;
This table shows how the [[item quality|quality modifiers]] compare to other items:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality&lt;br /&gt;
! Meal&lt;br /&gt;
! Ingredient&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Value Bonus&lt;br /&gt;
|-&lt;br /&gt;
|(normal)&lt;br /&gt;
|(none)&lt;br /&gt;
|minced&lt;br /&gt;
|1×&lt;br /&gt;
||+0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-Well-Crafted-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|well-prepared&lt;br /&gt;
|well-minced&lt;br /&gt;
|1.1×&lt;br /&gt;
||+3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+Finely-crafted+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|finely-prepared&lt;br /&gt;
|finely minced&lt;br /&gt;
|1.2×&lt;br /&gt;
||+6&lt;br /&gt;
|-&lt;br /&gt;
|*Superior quality*&lt;br /&gt;
|superiorly prepared&lt;br /&gt;
|superiorly minced&lt;br /&gt;
|4/3×&lt;br /&gt;
||+10&lt;br /&gt;
|-&lt;br /&gt;
|≡Exceptional≡&lt;br /&gt;
|exceptional prepared&lt;br /&gt;
|exceptionally minced&lt;br /&gt;
|1.5×&lt;br /&gt;
||+15&lt;br /&gt;
|-&lt;br /&gt;
|☼Masterful☼&lt;br /&gt;
|masterfully prepared&lt;br /&gt;
|masterfully minced&lt;br /&gt;
|2×&lt;br /&gt;
||+30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value of a stack of prepared meals is equal to the prepared meal's base value of 10 times the meal's quality modifier (finely-prepared, etc.), plus the products of each ingredient's base value and its quality modifier (well-minced, etc.) and value bonus, all multiplied by the stack size. So, for example: a well-prepared meal consisting of 5 finely-minced cow cheese, 3 finely-minced llama tripe, 1 finely-minced llama sweetbread, and 2 superiorly minced mussels would be &amp;quot;-mussel roast [11]-&amp;quot;, worth 676☼ (for 62☼ of ingredients!). (Exact calculation: (1.1*10+3 + 1.2*10+6 + 1.2*2+6 + 1.2*2+6 + (4/3)*2+10)(5 + 3 + 1 + 2). &lt;br /&gt;
&lt;br /&gt;
This example can be understood as:&lt;br /&gt;
 &lt;br /&gt;
 (well-prepared = 1.1) × (base value of prepared meal = 10☼)  + (value bonus = 3)&lt;br /&gt;
 +&lt;br /&gt;
 (finely-minced = 1.2) × (value of cheese = 10☼) + (value bonus = 6)&lt;br /&gt;
 +&lt;br /&gt;
 (finely minced = 1.2) × (value of tripe = 2☼) + (value bonus = 6)&lt;br /&gt;
 +&lt;br /&gt;
 (finely minced = 1.2) × (value of sweetbread = 2☼) + (value bonus = 6)&lt;br /&gt;
 +&lt;br /&gt;
 (superiorly minced = 4/3) × (value of mussels = 2☼) + (value bonus = 10)&lt;br /&gt;
 &lt;br /&gt;
 all multiplied by the total number of meals (11)&lt;br /&gt;
 =&lt;br /&gt;
 676☼&lt;br /&gt;
&lt;br /&gt;
The individual stack sizes of the ingredients may affect your profits, but have no effect on the final meal's value. One &amp;quot;masterfully minced plump helmet&amp;quot; cooked with ten &amp;quot;well-minced dog meat&amp;quot; will have exactly the same value and description as ten &amp;quot;masterfully minced plump helmet&amp;quot; and one &amp;quot;well-minced dog meat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Variety==&lt;br /&gt;
Cooks are notorious for choosing ingredients poorly. To maximize variety in your prepared meals (and improve the chance of including a preferred ingredient) you can link several small stockpiles to the kitchen. Avoid using barrels for solid ingredients, or else your cook will likely continue his string of quarry bush leaves x4 roasts.&lt;br /&gt;
&lt;br /&gt;
== Boozecooking==&lt;br /&gt;
Booze (and other liquid ingredients) can be used as an ingredient in prepared meals, but the first ingredient stack of any prepared meal must be a solid. Due to a [[#Bugs|bug]], dwarves prefer to cook solid ingredients. Linking stockpiles to the kitchen can force them to include liquids as well.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
When rendering large units of fat (for example from elephants or forgotten beasts) a dwarf gains cooking skill extremely quickly due to the dozens or hundreds of units of tallow created per task - even to the point of going from dabbling to skilled in a single task.{{verify|No longer true as of 47.05?}} Thus, rendering fat can be used to rapidly train cooking to high levels.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Cooks will only use liquid ingredients (like [[dwarven syrup]] and [[booze]]) as a last resort, instead preferring to cook only solid foods. {{Bug|2393}} A workaround for this is to set up multiple stockpiles around the kitchen, with ''only'' the liquids stockpile set to allow barrels, exploiting their preference for ingredients in barrels. When the other cooking materials around the kitchen are '''not''' in barrels, the cooks will use liquids along with the other foodstuffs to cook their meals.&lt;br /&gt;
* Cooks prefer ingredients stored in containers (and, even more so, ingredients stored in containers stored in containers--e.g. [[flour]], [[quarry bush]] leaves, etc.).&lt;br /&gt;
* Frozen milk gets cooked into prepared meals as a solid, causing the meal to melt later. {{Bug|2787}}&lt;br /&gt;
* High-[[quality]] cooked meals only give a happy [[thought]] if at least one of the ingredients is [[preference|preferred]] by the dwarf eating it. {{Bug|4661}}&lt;br /&gt;
* Cooks can combine all the ingredients in a barrel into one massive meal. {{bug|7546}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[ru:Cook]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cook&amp;diff=294087</id>
		<title>Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cook&amp;diff=294087"/>
		<updated>2023-06-13T19:43:58Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Prepared Meals */  - match language with Kitchen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Cook&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Cooking]]&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Kitchen]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare Easy Meal&lt;br /&gt;
* Prepare Fine Meal&lt;br /&gt;
* Prepare Lavish Meal&lt;br /&gt;
* Render Fat&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Analytical Ability&lt;br /&gt;
* Creativity&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rafar&lt;br /&gt;
| elvish  = othi&lt;br /&gt;
| goblin  = kengku&lt;br /&gt;
| human   = lem&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Cook''' is a dwarf whose highest skill is in cooking. Cooks will prepare meals at the [[kitchen]] workshop using ingredients available in your fortress. They will also render [[fat]] into [[tallow]] at the kitchen. Both of these fall under the Cooking labor.&lt;br /&gt;
&lt;br /&gt;
Although some kinds of [[food]] can be eaten raw, other food resources are ingredients which are only edible when cooked into a meal. Cooking thus increases the number of food sources available to your fortress. Conversely, cooking plants does not yield plant [[seed]]s, so cooking edible plants decreases your potential [[crop]]s. Eating high-[[item quality|quality]] prepared food gives your dwarves happy [[thought]]s if the meal contains one of their [[preference|favorite]] foods {{Bug|4661}}. It is not precisely known how a cook's skill and the quality of ingredients affect the happiness generated by a meal, but as a general rule there's no such thing as &amp;quot;too good&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Prepared Meals ==&lt;br /&gt;
There are three kinds of prepared meals: easy, fine, and lavish. All three of these give the same [[experience]] gain to the Cooking skill, so making easy meals maximizes experience gain; if you don't care about experience gain, preparing lavish meals saves much more stockpile space. The number of servings produced has no effect on experience gain. Prepared meals can [[wear|rot]], but will do so much more slowly than raw food, especially [[meat]].&lt;br /&gt;
&lt;br /&gt;
Prepared meals come in three varieties:&lt;br /&gt;
* Easy meals require two ingredients and are named &amp;quot;{last ingredient} '''biscuit''' ([[File:biscuit_sprite.png]]).&lt;br /&gt;
* Fine meals require three ingredients and are named &amp;quot;{last ingredient} '''stew''' ([[File:stew_sprite.png]]).&lt;br /&gt;
* Lavish meals require four ingredients and are named &amp;quot;{last ingredient} '''roast''' ([[File:roast_sprite.png]]).&lt;br /&gt;
&lt;br /&gt;
As you can see, the last ingredient added to the meal will determine its name, which in turn is determined more or less randomly by the order in which the cook grabs them. To successfully create a prepared meal, a cook must have access to the proper number of ''distinct stacks'' of ingredients when the job starts, otherwise the job will be cancelled. The same ingredient may be used for a meal multiple times, provided that ingredient is in multiple discrete stacks. The stack size of the finished prepared meal is the sum of the stack sizes of its ingredients, so a cook grabbing &amp;quot;turkey hen egg [14]&amp;quot;, &amp;quot;plump helmets [5]&amp;quot; and &amp;quot;plump helmets [5]&amp;quot; would result in a stack of &amp;quot;plump helmet stew [24]&amp;quot;. Prepared meals cannot be used as ingredients in other prepared meals.&lt;br /&gt;
&lt;br /&gt;
Cooks may occasionally create a meal that has more than the required number of ingredients; roasts, for instance, may have 5, or, occasionally, 6 ingredients, or even rarely as many as 12. This behavior is presumably a bug, and may be related to the [[Main:Planepacked|Planepacked]] glitch and other similar bugs.  It seems to occur when many stacks of the same food are available (for example, many, many quarry bush leaves) and the cook grabs multiple stacks of the same food.  &lt;br /&gt;
&lt;br /&gt;
Despite their large stack sizes, stacks of prepared meals can usually (though not always) fit into regular [[barrel]]s or [[pot]]s on a food stockpile.&lt;br /&gt;
&lt;br /&gt;
Prepared meals are subject to quality modifiers to their base value while each individual ingredient gets a quality modifier as well, making prepared meals an extremely profitable item indeed.&lt;br /&gt;
&lt;br /&gt;
=== Prepared Meal value ===&lt;br /&gt;
This table shows how the [[item quality|quality modifiers]] compare to other items:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Quality&lt;br /&gt;
! Meal&lt;br /&gt;
! Ingredient&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Value Bonus&lt;br /&gt;
|-&lt;br /&gt;
|(normal)&lt;br /&gt;
|(none)&lt;br /&gt;
|minced&lt;br /&gt;
|1×&lt;br /&gt;
||+0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-Well-Crafted-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|well-prepared&lt;br /&gt;
|well-minced&lt;br /&gt;
|1.1×&lt;br /&gt;
||+3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+Finely-crafted+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|finely-prepared&lt;br /&gt;
|finely minced&lt;br /&gt;
|1.2×&lt;br /&gt;
||+6&lt;br /&gt;
|-&lt;br /&gt;
|*Superior quality*&lt;br /&gt;
|superiorly prepared&lt;br /&gt;
|superiorly minced&lt;br /&gt;
|4/3×&lt;br /&gt;
||+10&lt;br /&gt;
|-&lt;br /&gt;
|≡Exceptional≡&lt;br /&gt;
|exceptional prepared&lt;br /&gt;
|exceptionally minced&lt;br /&gt;
|1.5×&lt;br /&gt;
||+15&lt;br /&gt;
|-&lt;br /&gt;
|☼Masterful☼&lt;br /&gt;
|masterfully prepared&lt;br /&gt;
|masterfully minced&lt;br /&gt;
|2×&lt;br /&gt;
||+30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The value of a stack of prepared meals is equal to the prepared meal's base value of 10 times the meal's quality modifier (finely-prepared, etc.), plus the products of each ingredient's base value and its quality modifier (well-minced, etc.) and value bonus, all multiplied by the stack size. So, for example: a well-prepared meal consisting of 5 finely-minced cow cheese, 3 finely-minced llama tripe, 1 finely-minced llama sweetbread, and 2 superiorly minced mussels would be &amp;quot;-mussel roast [11]-&amp;quot;, worth 676☼ (for 62☼ of ingredients!). (Exact calculation: (1.1*10+3 + 1.2*10+6 + 1.2*2+6 + 1.2*2+6 + (4/3)*2+10)(5 + 3 + 1 + 2). &lt;br /&gt;
&lt;br /&gt;
This example can be understood as:&lt;br /&gt;
 &lt;br /&gt;
 (well-prepared = 1.1) × (base value of prepared meal = 10☼)  + (value bonus = 3)&lt;br /&gt;
 +&lt;br /&gt;
 (finely-minced = 1.2) × (value of cheese = 10☼) + (value bonus = 6)&lt;br /&gt;
 +&lt;br /&gt;
 (finely minced = 1.2) × (value of tripe = 2☼) + (value bonus = 6)&lt;br /&gt;
 +&lt;br /&gt;
 (finely minced = 1.2) × (value of sweetbread = 2☼) + (value bonus = 6)&lt;br /&gt;
 +&lt;br /&gt;
 (superiorly minced = 4/3) × (value of mussels = 2☼) + (value bonus = 10)&lt;br /&gt;
 &lt;br /&gt;
 all multiplied by the total number of meals (11)&lt;br /&gt;
 =&lt;br /&gt;
 676☼&lt;br /&gt;
&lt;br /&gt;
The individual stack sizes of the ingredients may affect your profits, but have no effect on the final meal's value. One &amp;quot;masterfully minced plump helmet&amp;quot; cooked with ten &amp;quot;well-minced dog meat&amp;quot; will have exactly the same value and description as ten &amp;quot;masterfully minced plump helmet&amp;quot; and one &amp;quot;well-minced dog meat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Variety==&lt;br /&gt;
Cooks are notorious for choosing ingredients poorly. To maximize variety in your prepared meals (and improve the chance of including a preferred ingredient) you can link several small stockpiles to the kitchen. Avoid using barrels for solid ingredients, or else your cook will likely continue his string of quarry bush leaves x4 roasts.&lt;br /&gt;
&lt;br /&gt;
== Boozecooking==&lt;br /&gt;
Booze (and other liquid ingredients) can be used as an ingredient in prepared meals, but the first ingredient stack of any prepared meal must be a solid. Due to a [[#Bugs|bug]], dwarves prefer to cook solid ingredients. Linking stockpiles to the kitchen can force them to include liquids as well.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
When rendering large units of fat (for example from elephants or forgotten beasts) a dwarf gains cooking skill extremely quickly due to the dozens or hundreds of units of tallow created per task - even to the point of going from dabbling to skilled in a single task.{{verify|No longer true as of 47.05?}} Thus, rendering fat can be used to rapidly train cooking to high levels.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Cooks will only use liquid ingredients (like [[dwarven syrup]] and [[booze]]) as a last resort, instead preferring to cook only solid foods. {{Bug|2393}} A workaround for this is to set up multiple stockpiles around the kitchen, with ''only'' the liquids stockpile set to allow barrels, exploiting their preference for ingredients in barrels. When the other cooking materials around the kitchen are '''not''' in barrels, the cooks will use liquids along with the other foodstuffs to cook their meals.&lt;br /&gt;
* Cooks prefer ingredients stored in containers (and, even more so, ingredients stored in containers stored in containers--e.g. [[flour]], [[quarry bush]] leaves, etc.).&lt;br /&gt;
* Frozen milk gets cooked into prepared meals as a solid, causing the meal to melt later. {{Bug|2787}}&lt;br /&gt;
* High-[[quality]] cooked meals only give a happy [[thought]] if at least one of the ingredients is [[preference|preferred]] by the dwarf eating it. {{Bug|4661}}&lt;br /&gt;
* Cooks can combine all the ingredients in a barrel into one massive meal. {{bug|7546}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[ru:Cook]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=294064</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=294064"/>
		<updated>2023-06-11T21:17:24Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Planning stairs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]&lt;br /&gt;
&lt;br /&gt;
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], any further [[mining]] designation on this tile will be automatically removed, but can then be manually replaced. (i.e. the game gives you a warning when that tile is first revealed, then assumes you know what you're doing. Don't prove the game [[flood|wrong]].)&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.&lt;br /&gt;
&lt;br /&gt;
== Planning stairs ==&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways, or a combination of them: &lt;br /&gt;
* You can use the digging orders menu {{Menu icon|m}} and select stair mining ({{k|t}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu {{Menu icon|b}} and hit {{k|n}} to construct them in an open tile ({{k|t}}) using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
Stairs have been overhauled in v50; you no longer need to manually designate up, down, or up/down stairwells. Instead, you designate the z-levels your stairwell begins and ends at, and your dwarves will automatically build/carve stairs as necessary.&lt;br /&gt;
&lt;br /&gt;
You can't carve stairs upwards on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead.&lt;br /&gt;
&lt;br /&gt;
Up-stairs can be always built on top of down-stairs (provided there's clearance on the z-level above you), but you '''cannot''' carve down-stairs into a constructed up-stairs; you will have to temporarily deconstruct the up-stair you built if you want to carve downwards at that spot. You can, however, carve down-stairs into carved up-stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs cannot be built upwards if the destination z-level is inaccessible; you can't begin construction on an up-stair if you don't already have a clear path above you. This includes if the destination tile of the up-stair is another up-stair, meaning that a stairwell through existing floors must be constructed from the top down or have alternative access to the higher z-levels. Careless renovation of stairwells can result in inaccessible upper floors.&lt;br /&gt;
&lt;br /&gt;
Stairs can not be created through existing [[Stockpile|stockpiles]] as they are considered a [[Building|building]]. In order to dig or construct stairs through a stockpile you must first repaint the area by erasing the section you would like stairs to be, then you can construct the stairs.  Stairs can, however, be constructed through a [[Zone|zone]] so long as all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=294063</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=294063"/>
		<updated>2023-06-11T21:17:06Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Planning stairs */ v50 updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]&lt;br /&gt;
&lt;br /&gt;
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], any further [[mining]] designation on this tile will be automatically removed, but can then be manually replaced. (i.e. the game gives you a warning when that tile is first revealed, then assumes you know what you're doing. Don't prove the game [[flood|wrong]].)&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.&lt;br /&gt;
&lt;br /&gt;
== Planning stairs ==&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways, or a combination of them: &lt;br /&gt;
* You can use the digging orders menu {{Menu icon|m}} and select stair mining ({{k|t}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu {{Menu icon|b}} and hit {{k|n}}) to construct them in an open tile ({{k|t}}) using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
Stairs have been overhauled in v50; you no longer need to manually designate up, down, or up/down stairwells. Instead, you designate the z-levels your stairwell begins and ends at, and your dwarves will automatically build/carve stairs as necessary.&lt;br /&gt;
&lt;br /&gt;
You can't carve stairs upwards on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead.&lt;br /&gt;
&lt;br /&gt;
Up-stairs can be always built on top of down-stairs (provided there's clearance on the z-level above you), but you '''cannot''' carve down-stairs into a constructed up-stairs; you will have to temporarily deconstruct the up-stair you built if you want to carve downwards at that spot. You can, however, carve down-stairs into carved up-stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs cannot be built upwards if the destination z-level is inaccessible; you can't begin construction on an up-stair if you don't already have a clear path above you. This includes if the destination tile of the up-stair is another up-stair, meaning that a stairwell through existing floors must be constructed from the top down or have alternative access to the higher z-levels. Careless renovation of stairwells can result in inaccessible upper floors.&lt;br /&gt;
&lt;br /&gt;
Stairs can not be created through existing [[Stockpile|stockpiles]] as they are considered a [[Building|building]]. In order to dig or construct stairs through a stockpile you must first repaint the area by erasing the section you would like stairs to be, then you can construct the stairs.  Stairs can, however, be constructed through a [[Zone|zone]] so long as all other conditions are met.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=294059</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=294059"/>
		<updated>2023-06-11T17:03:51Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Demands */ - update first paragraph to v50.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else - they will not stop to eat, drink, or sleep - pretty much the ''only'' thing that can pause a 'mooded' dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).&lt;br /&gt;
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have been observed to demand items of a specific material. In this case, the dwarf will idle in the Workshop shouting for item categories that are in fact available, reclaiming items that were forbidden in order to make the moody dwarf use items of more valuable materials fixed that problem in the past.  Forbidding the already collected items, may cause the item selection process to restart with different and actually available items.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=291937</id>
		<title>Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=291937"/>
		<updated>2023-03-03T23:50:23Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Examining hives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:Beekeeping Industry Flowchart.png|thumb|300px|upright=1.5|Beekeeping industry flowchart]]&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that involves farming [[honey bee]]s in built [[hive]]s to produce [[honeycomb]]s and [[royal jelly]], the former of which is further processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is beekeeping.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Finding wild bees ===&lt;br /&gt;
[[File:bee_keeping_preview.png|140px|right]]Wild colonies of honey bees must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are common in places they appear ({{token|FREQUENCY|c|100}}), bees are not {{token|UBIQUITOUS|c}}, thus are not guaranteed to appear in every [[region]].&lt;br /&gt;
&lt;br /&gt;
[[Bumblebee]]s cannot be used in beekeeping.&amp;lt;sup&amp;gt;[https://dwarffortress.mantishub.io/view.php?id=4003#c15306 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt; They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
Honey bees are one of the {{token|VERMIN_SOIL_COLONY|c}} creatures, which includes bumblebees, [[ant]]s, and [[termite]]s. Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the &amp;quot;space&amp;quot; is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate.&lt;br /&gt;
&lt;br /&gt;
If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously.&lt;br /&gt;
&lt;br /&gt;
=== Building hives ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Hive}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]] || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
Hives are a [[tool]]. They can be made in a variety of hard materials from their respective [[workshop]]s and [[labor]]s. Beekeepers themselves do not craft them. Hives are stored in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Hives can be built ({{k|b}} -&amp;gt; {{k|o}} -&amp;gt; {{k|f}} -&amp;gt; {{k|h}}) on any hard surface, both indoors and outdoors. Only beekeepers can haul and place hives.&lt;br /&gt;
&lt;br /&gt;
[[Tile attributes]] affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. If you expose a subterranean floor tile to sunlight, it will not make the hive produce honey, even though the hive may say &amp;quot;Outdoor access&amp;quot;, and be &amp;quot;Outdoors&amp;quot;; subterranean hives cannot produce anything, but can store colonies to be split later. Clicking on a hive will show whether it has &amp;quot;Outdoor access&amp;quot; or &amp;quot;No outdoor access&amp;quot; - relating to the above ground or subterranean attribute respectively. So long as hives are placed above ground, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.&lt;br /&gt;
&lt;br /&gt;
In the [[job list|{{k|j}}ob list]], two notable beekeeping jobs are:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.&lt;br /&gt;
* {{DFtext|Collect Hive Products|3:0}} – when a beekeeper gathers the products from a hive.&lt;br /&gt;
&lt;br /&gt;
=== Examining hives ===&lt;br /&gt;
Clicking on the hive will display:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive:&lt;br /&gt;
** {{DFtext|Install colony when ready|7:1}} or {{DFtext|Do not install colony|7:1}}.&lt;br /&gt;
** {{DFtext|Gather any products|7:1}} or {{DFtext|Do not gather products|7:1}}.&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}} or {{DFtext|Not ready to be split|0:1}}.&lt;br /&gt;
* If there are too many colonized hives on the map (due to a [[#Limit|limit]]).&lt;br /&gt;
&lt;br /&gt;
To see if a hive has a colony, use the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. If a colony is present, it will show a [[stack]] of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the {{k|b}}uilding menu and look for the number next to the &amp;quot;Hive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Colony installation ===&lt;br /&gt;
Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to {{DFtext|Install colony when ready|7:1}}. Hives set to {{DFtext|Do not install colony|7:1}} will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.&lt;br /&gt;
&lt;br /&gt;
Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to [[burrow]]s can prevent them from seeking other hives.&lt;br /&gt;
&lt;br /&gt;
=== Splitting colonies ===&lt;br /&gt;
Colonies can split in three months after installation. A split-able colony is indicated in the building settings as {{DFtext|Ready to be split|2:1}}. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.&lt;br /&gt;
&lt;br /&gt;
Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.&lt;br /&gt;
&lt;br /&gt;
=== Gathering products ===&lt;br /&gt;
Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are &amp;quot;part&amp;quot; of the building, as indicated by the {{DFtext|[B]|1:1}} symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty [[jug]] is required to gather the products, since royal jelly must be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Hives must set to {{DFtext|Gather any products|7:1}} for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.&lt;br /&gt;
&lt;br /&gt;
The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.&lt;br /&gt;
&lt;br /&gt;
=== Limit ===&lt;br /&gt;
There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|6:1}}&amp;lt;br/&amp;gt;{{DFtext|* Output restricted|6:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|4:1}}&amp;lt;br/&amp;gt;{{DFtext|* No output|4:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The limits do not affect the spawning of wild colonies, nor the amount of time needed for colonies to become ready to split.&lt;br /&gt;
&lt;br /&gt;
The total number of colonies can be checked in the [[stocks]] under &amp;quot;Small live animals&amp;quot; and hitting {{k|Tab}} to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, [[dump]] the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.&lt;br /&gt;
&lt;br /&gt;
=== Removing hives ===&lt;br /&gt;
Built hives can be removed using the building menu ({{k|q + x}}). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by [[building destroyer]]s, [[cave-in]]s, and [[magma]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal jelly cannot.&lt;br /&gt;
&lt;br /&gt;
== Production and processing ==&lt;br /&gt;
Six months after installing a colony, a hive produces one [[honeycomb]] {{Tile|∞|6:1}} and one [[royal jelly]] {{Tile|≈|7:1}}. Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the [[surroundings]], [[plant]]s, [[weather]], or [[season]]s affect production.&lt;br /&gt;
&lt;br /&gt;
Royal jelly is a liquid [[food]] used as an ingredient in [[prepared meal]]s, but it can only be cooked if another solid food item is included in the meal.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when [[presser|pressed]] at a [[screw press]], each honeycomb produces two items: [[honey]] {{Tile|≈|6:0}} and pressed [[wax]] (or wax cake) {{Tile|≈|6:1}}, both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select &amp;quot;Press honey from honeycomb&amp;quot; ({{k|h}}), or search and select &amp;quot;Press honey from honeycomb&amp;quot; in the [[manager]] screen. An empty jug is needed for the job to store the honey.&lt;br /&gt;
&lt;br /&gt;
Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a [[still]] and brewed into [[alcohol|mead]], the only obtainable non-plant-based alcoholic drink. Wax can be processed into various [[craft]]s by a [[wax worker]], which all have a [[material value]] of one.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Stacks of honey bees in their hives can be [[wear|mangled]] by forest [[fire]]s, but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* Filled jugs may be stored in [[bin]]s as finished goods, preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
The entire beekeeping industry is a bug exploit.(''with regards to the Apis genus, to be exact'')&lt;br /&gt;
[[File:beekeeping_preview.png|thumb|340px|center|You get used to the buzzing sounds. Honest.]]&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:Beekeeping industry]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=291936</id>
		<title>Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beekeeping_industry&amp;diff=291936"/>
		<updated>2023-03-03T23:49:57Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Hive management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:Beekeeping Industry Flowchart.png|thumb|300px|upright=1.5|Beekeeping industry flowchart]]&lt;br /&gt;
The '''beekeeping industry''' is an agricultural process that involves farming [[honey bee]]s in built [[hive]]s to produce [[honeycomb]]s and [[royal jelly]], the former of which is further processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is beekeeping.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
=== Finding wild bees ===&lt;br /&gt;
[[File:bee_keeping_preview.png|140px|right]]Wild colonies of honey bees must be present on the map. Since live [[vermin]] cannot be bought during [[embark]], wild bees are necessary to start beekeeping. Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are common in places they appear ({{token|FREQUENCY|c|100}}), bees are not {{token|UBIQUITOUS|c}}, thus are not guaranteed to appear in every [[region]].&lt;br /&gt;
&lt;br /&gt;
[[Bumblebee]]s cannot be used in beekeeping.&amp;lt;sup&amp;gt;[https://dwarffortress.mantishub.io/view.php?id=4003#c15306 &amp;amp;#91;1&amp;amp;#93;]&amp;lt;/sup&amp;gt; They do possess their own version of honey, royal jelly, wax, and even mead, all of which are unobtainable in normal gameplay.&lt;br /&gt;
&lt;br /&gt;
Honey bees are one of the {{token|VERMIN_SOIL_COLONY|c}} creatures, which includes bumblebees, [[ant]]s, and [[termite]]s. Maps have a hard limit to how many wild colonies can appear simultaneously. If new colonies stop appearing, it means this limit has been reached. Therefore, honey bee colonies might be unable to spawn because the &amp;quot;space&amp;quot; is occupied by other vermin colonies. Building [[dirt road]]s over existing colonies frees up space for new ones to generate.&lt;br /&gt;
&lt;br /&gt;
If a colony cannot be found after searching, set up a single hive and leave it for about a year as a last-ditch effort. Beekeepers will immediately be able to find an accessible honey bee colony that may have gone unnoticed or spawned inconspicuously.&lt;br /&gt;
&lt;br /&gt;
=== Building hives ===&lt;br /&gt;
&lt;br /&gt;
{{Main|Hive}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ Workshop and labor requirements&lt;br /&gt;
! Material !! Workshop !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]] || [[Kiln]] or [[magma kiln]] || [[Pottery]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] || [[Glass furnace]] or [[magma glass furnace]] || [[Glassmaking]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] or [[magma forge]] || [[Metalcrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]] || [[Craftsdwarf's workshop]] || [[Stonecrafting]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Craftsdwarf's workshop]] || [[Woodcrafting]]&lt;br /&gt;
|}&lt;br /&gt;
Hives are a [[tool]]. They can be made in a variety of hard materials from their respective [[workshop]]s and [[labor]]s. Beekeepers themselves do not craft them. Hives are stored in [[finished goods]] [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Hives can be built ({{k|b}} -&amp;gt; {{k|o}} -&amp;gt; {{k|f}} -&amp;gt; {{k|h}}) on any hard surface, both indoors and outdoors. Only beekeepers can haul and place hives.&lt;br /&gt;
&lt;br /&gt;
[[Tile attributes]] affect honey production. In order for hives to produce, they must be built adjacent to (or on) an above ground tile. If you expose a subterranean floor tile to sunlight, it will not make the hive produce honey, even though the hive may say &amp;quot;Outdoor access&amp;quot;, and be &amp;quot;Outdoors&amp;quot;; subterranean hives cannot produce anything, but can store colonies to be split later. Clicking on a hive will show whether it has &amp;quot;Outdoor access&amp;quot; or &amp;quot;No outdoor access&amp;quot; - relating to the above ground or subterranean attribute respectively. So long as hives are placed above ground, they can be completely enclosed with constructions from outside while still creating products, allowing beekeepers to work safely at all times.&lt;br /&gt;
&lt;br /&gt;
== Hive management ==&lt;br /&gt;
Managing hives is fairly automated–beekeepers will perform most of the necessary jobs on their own when available. There are two options in the building settings that can be toggled to control beekeepers from installing colonies or from gathering products in a hive. Hives are set by default to allow colony installation and product gathering.&lt;br /&gt;
&lt;br /&gt;
In the [[job list|{{k|j}}ob list]], two notable beekeeping jobs are:&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Install Colony In Hive|3:0}} – when a beekeeper installs a colony to a new hive.&lt;br /&gt;
* {{DFtext|Collect Hive Products|3:0}} – when a beekeeper gathers the products from a hive.&lt;br /&gt;
&lt;br /&gt;
=== Examining hives ===&lt;br /&gt;
Hovering the cursor near a hive in the building settings menu ({{k|q}}) will display:&lt;br /&gt;
&lt;br /&gt;
* Which options have been set for that hive:&lt;br /&gt;
** {{DFtext|Install colony when ready|7:1}} or {{DFtext|Do not install colony|7:1}}.&lt;br /&gt;
** {{DFtext|Gather any products|7:1}} or {{DFtext|Do not gather products|7:1}}.&lt;br /&gt;
* Whether it has {{DFtext|Outdoor access|2:1}} or {{DFtext|No outdoor access|4:1}}.&lt;br /&gt;
* If the hive is {{DFtext|Ready to be split|2:1}} or {{DFtext|Not ready to be split|0:1}}.&lt;br /&gt;
* If there are too many colonized hives on the map (due to a [[#Limit|limit]]).&lt;br /&gt;
&lt;br /&gt;
To see if a hive has a colony, use the &amp;quot;view i{{k|t}}ems in buildings&amp;quot; menu. If a colony is present, it will show a [[stack]] of live honey bees inside a built hive. It will also show if the hive contains a honeycomb or royal jelly. To know how many hives are currently built on the map, open the {{k|b}}uilding menu and look for the number next to the &amp;quot;Hive&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
=== Colony installation ===&lt;br /&gt;
Beekeepers automatically haul colonies to new hives as long as they have access to a wild colony or another colony that is ready to be split from another hive. They must have their setting set to {{DFtext|Install colony when ready|7:1}}. Hives set to {{DFtext|Do not install colony|7:1}} will not accept new colonies, even after existing colonies are destroyed. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to install a new colony, then the job gets cancelled, and the hauled colony is removed from the beekeeper.&lt;br /&gt;
&lt;br /&gt;
Beekeepers usually go for the closest available colony to install, whether it's a wild colony or a colony in a hive. Assigning beekeepers to [[burrow]]s can prevent them from seeking other hives.&lt;br /&gt;
&lt;br /&gt;
=== Splitting colonies ===&lt;br /&gt;
Colonies can split in three months after installation. A split-able colony is indicated in the building settings as {{DFtext|Ready to be split|2:1}}. Splitting colonies produce new colonies that are installed to other hives, thereby increasing the colony count. In order to split the colony, an empty hive and a beekeeper must be present. A beekeeper will perform a splitting automatically if an empty hive is set to allow colony installation. After splitting, beekeepers haul the new colony to an empty built hive. Doing this leaves the original hive populated, and after another three months, it will become ready for splitting again.&lt;br /&gt;
&lt;br /&gt;
Splitting a colony does not reset the honeycomb and royal jelly production. [[Forbid]]ding a hive or its colony will not prevent beekeepers from using the hive's colony for splitting. If a hive is slated for removal but has not been removed yet, then the split-able colony inside can still be used for installation.&lt;br /&gt;
&lt;br /&gt;
=== Gathering products ===&lt;br /&gt;
Hives containing colonies produce a single honeycomb and royal jelly. Honeycombs and royal jelly are &amp;quot;part&amp;quot; of the building, as indicated by the {{DFtext|[B]|1:1}} symbol next to their names when viewing the building's items. When a beekeeper gathers them, the items are released from the hive, which allows a food hauler to carry the items to a stockpile. An empty [[jug]] is required to gather the products, since royal jelly must be stored in a container.&lt;br /&gt;
&lt;br /&gt;
Hives must set to {{DFtext|Gather any products|7:1}} for beekeepers to go and gather its products. A honeycomb and royal jelly must both be present in a hive before they can be gathered. When these requirements are met, a beekeeper will automatically find an empty jug and gather the products for hauling. Beekeepers usually go for the closest accessible hive to gather first. If the settings change or the hive gets slated for removal before the beekeeper reaches the hive to collect the products, then the job gets cancelled, and the jug is stored back.&lt;br /&gt;
&lt;br /&gt;
The gathering process always destroys the colony inside the hive. The colony disappears instantly when destroyed. A new colony must be installed every time the products are gathered in order for the hive to produce more. To avoid colony extinction from gathering products, it is recommended to save a few hives just for splitting by changing their settings to not gather products. This would ensure a permanent supply of bees at all times.&lt;br /&gt;
&lt;br /&gt;
=== Limit ===&lt;br /&gt;
There is a soft limit of 40 colonies, which empty hives and wild or hauled colonies do not count against. When the number of colonies on the map reaches 41 or more, honeycomb and royal jelly no longer have a 100% possibility of spawning six months after installation. If the colony does not produce a honeycomb or royal jelly, then it has a chance to produce again every six months. The likelihood of spawning affects products individually, so it is possible that a honeycomb appears while royal jelly does not, and vice versa. The soft limit does not affect colonies that were installed before the limit had passed. Hives that contain colonies will have the following warning in the building settings when the soft limit is exceeded:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|6:1}}&amp;lt;br/&amp;gt;{{DFtext|* Output restricted|6:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The maximum limit of active colonies for honey production is 59. When the colony count reaches 60, no more hive products appear. It also resets all ongoing production, so any colony that was in the process of producing must wait at least six months again to produce honeycomb and royal jelly after the max limit is brought back down. When the max limit is reached, the warning message in the building settings reads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{fgcolor|0:0}}; width: 12em;&amp;quot;&amp;gt;&lt;br /&gt;
{{DFtext|Too many hives|4:1}}&amp;lt;br/&amp;gt;{{DFtext|* No output|4:0}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The limits do not affect the spawning of wild colonies, nor the amount of time needed for colonies to become ready to split.&lt;br /&gt;
&lt;br /&gt;
The total number of colonies can be checked in the [[stocks]] under &amp;quot;Small live animals&amp;quot; and hitting {{k|Tab}} to display individual stacks. Each stack represents a single colony. The number of colonies can exceed 60 by installing colonies into new hives (by splitting or collecting wild bees), but nothing is gained from doing this. To lower the number of colonies, either dismantle colonized hives, [[dump]] the colony, or allow beekeepers to gather existing products in the hive, which destroys the colony. To attain high output efficiency, keep the number of active hives below 41.&lt;br /&gt;
&lt;br /&gt;
=== Removing hives ===&lt;br /&gt;
Built hives can be removed using the building menu ({{k|q + x}}). A beekeeper is required to remove the hive. After the building is removed, the item is carried back to a finished goods stockpile by an item hauler. Hives can also be destroyed by [[building destroyer]]s, [[cave-in]]s, and [[magma]].&lt;br /&gt;
&lt;br /&gt;
Deconstructing a hive releases the colony inside (it cannot be retrieved), as well as dropping any honeycomb, royal jelly, or jug left inside. Fallen honeycombs and jugs can be hauled back, but spilled royal jelly cannot.&lt;br /&gt;
&lt;br /&gt;
== Production and processing ==&lt;br /&gt;
Six months after installing a colony, a hive produces one [[honeycomb]] {{Tile|∞|6:1}} and one [[royal jelly]] {{Tile|≈|7:1}}. Products have a 100% chance of spawning, unless the colony count exceeded the limit. Only one honeycomb and royal jelly will spawn at a time, and no further products will appear until they are gathered from the hive. The colony size does not affect the output speed; neither do the [[surroundings]], [[plant]]s, [[weather]], or [[season]]s affect production.&lt;br /&gt;
&lt;br /&gt;
Royal jelly is a liquid [[food]] used as an ingredient in [[prepared meal]]s, but it can only be cooked if another solid food item is included in the meal.&lt;br /&gt;
&lt;br /&gt;
Honeycombs are classified as tools, and stored with other finished goods. As an intermediate product, honeycombs do not have any applications on their own, but when [[presser|pressed]] at a [[screw press]], each honeycomb produces two items: [[honey]] {{Tile|≈|6:0}} and pressed [[wax]] (or wax cake) {{Tile|≈|6:1}}, both of which are stored in food stockpiles. To press a honeycomb, add a new task in a screw press and select &amp;quot;Press honey from honeycomb&amp;quot; ({{k|h}}), or search and select &amp;quot;Press honey from honeycomb&amp;quot; in the [[manager]] screen. An empty jug is needed for the job to store the honey.&lt;br /&gt;
&lt;br /&gt;
Honey, like royal jelly, is a liquid food that can be cooked into a meal. Additionally, it can be brought to a [[still]] and brewed into [[alcohol|mead]], the only obtainable non-plant-based alcoholic drink. Wax can be processed into various [[craft]]s by a [[wax worker]], which all have a [[material value]] of one.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Stacks of honey bees in their hives can be [[wear|mangled]] by forest [[fire]]s, but will still live, resulting in some odd descriptions.{{bug|4101}}&lt;br /&gt;
* Filled jugs may be stored in [[bin]]s as finished goods, preventing the use of their contents in the food industry.{{bug|4229}}&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
The entire beekeeping industry is a bug exploit.(''with regards to the Apis genus, to be exact'')&lt;br /&gt;
[[File:beekeeping_preview.png|thumb|340px|center|You get used to the buzzing sounds. Honest.]]&lt;br /&gt;
{{Industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
[[ru:Beekeeping industry]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=291877</id>
		<title>Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma&amp;diff=291877"/>
		<updated>2023-02-28T23:01:36Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Working with magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:magma_spill_anim.gif|thumb|185px|right|Magma spilling in, setting workshops ablaze.]]&lt;br /&gt;
'''Magma''' is red-hot [[fluid|molten rock]] that wells up from deep within the earth (but not so deep that it cannot be found by dwarves), entering the map either by the edges or by the area beneath a [[magma pool]]. Magma that emerges aboveground is called '''Lava'''; however, the substance itself remains the same. Magma is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Magma serves as a heat source, replacing [[fuel]] in [[magma smelter]]s, [[magma forge]]s, [[magma glass furnace]]s, and [[magma kiln]]s. Magma is ''extremely'' hot, which can lead to even more [[Fun]]. Materials that can withstand the temperature of magma are called '''[[magma-safe]]''', and the list is rather extensive.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[Water#Evaporation|evaporate]] if left at a depth of 1/7 for long enough, much like water. When magma is mixed with water, it forms [[obsidian]] (and [[steam]]). Note that magma located above [[semi-molten rock]] will be listed as a Magma Flow; magma in magma flow tiles will disappear when mixed with water (instead of cooling into obsidian).&lt;br /&gt;
&lt;br /&gt;
Without [[screw pump]]s to impart [[pressure]], magma flows rather slowly (though no more slowly than unpressurized water). A pipe to bring magma across the full map can take as much as a year to fill. This, combined with the fact that it will evaporate, can make filling a reservoir difficult and tedious. As a rule of thumb, the area coming out of a 1-wide-pipe shouldn't be more than three squares wide and 20 squares long, or else it will evaporate as fast as you fill it.&lt;br /&gt;
&lt;br /&gt;
Some [[fire]]-based [[creature]]s make magma their home, or are just simply immune to it.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
Magma occurs in several different geological formations:&lt;br /&gt;
===[[Magma pool]]s===&lt;br /&gt;
[[File:magma_preview.png|frame|120px|right|Not-so-lucky 7s.]]Despite the name, magma pools are more like pipes. They can be found underground, but they rarely reach the upper z-levels (40+). Most end a few z-levels above the magma sea, though some may span more than 100 z-levels.&lt;br /&gt;
&lt;br /&gt;
Magma pools seem to always be connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma. The entire embark tile containing the pool will produce sporadic bursts of magma until the magma within it is at its natural level (i.e. the magma level at embark) or until it is halted by a bridge, floor, or bottom of a wall.&lt;br /&gt;
&lt;br /&gt;
===[[Volcano]]es===&lt;br /&gt;
Volcanoes are magma pools that extend all the way to the surface. Volcanoes are an endless source of magma as they will always refill themselves. They never erupt, unlike their real-life counterparts. Volcanoes are geographical features visible on the [[location]] screen, making them much easier to find when choosing a site for your fortress.&lt;br /&gt;
&lt;br /&gt;
===[[Magma sea]]===&lt;br /&gt;
The magma sea is a large body of magma deep under the earth. Nearly all maps will include a magma sea at the lowest z-levels, though its inconvenient placement may inspire your dwarves to [[#Bringing magma up|bring the magma up]] to the fortress proper.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Nearly all maps will have magma available at the lowest z-levels, but it can be advantageous to select a site with a more easily accessible source, particularly when starting out.&lt;br /&gt;
&lt;br /&gt;
Volcanoes are visible on the &amp;quot;local&amp;quot; screen in the starting location chooser as a red ≈ – essentially, red water – and on the &amp;quot;region&amp;quot; screen as a red ^. Note that a red ≈ on the &amp;quot;region&amp;quot; screen means something different entirely (red sand).&lt;br /&gt;
&lt;br /&gt;
After you have chosen to embark in a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a volcano is finding a volcano that is also near suitable terrain for building. Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
==Working with magma==&lt;br /&gt;
&lt;br /&gt;
Although magma is a liquid, it does not move via [[pressure]] unless it has been pumped. This reduced rate of flow can allow miners to survive digging into a magma reservoir, ''if'' they are lucky enough. There are ways to minimize this risk however:&lt;br /&gt;
&lt;br /&gt;
'''Digging From Above:'''&lt;br /&gt;
If you can find a suitable position above the magma, your miner can dig a [[channel]] while remaining above the level of the magma. Be warned, however, that your dwarves might take the ramp down into the magma channel as a shortcut; preemptively designating the channel for restricted [[traffic]] is recommended.&lt;br /&gt;
&lt;br /&gt;
'''Diagonal Digging:'''&lt;br /&gt;
Magma moves more slowly diagonally than orthogonally, giving the miner more time to escape. However, slower flow means you must keep evaporation in mind. You should dig a smaller channel, wait for it to fill up, and extends the channel by Digging From Above. Workers that dig into a magma reservoir are not instantly killed as the magma touches them, but they are set on fire, which will kill them very quickly. For this reason, taking steps to ensure there is adequate water available to extinguish flaming dwarves running in random directions is advised before digging into any magma pools from the side. Channeling a single square wide pit across the planned magma pipe one tile away from the wall to breach and filling it with 2/7 water using the [[Activity zone#Pit/Pond|pond zone]] tool is recommended, so the panicking dwarves have no choice but to run through the water, and the water itself turns into an obsidian wall as soon as the magma flows into it.&lt;br /&gt;
&lt;br /&gt;
'''Busy To Leave:'''&lt;br /&gt;
{{F|111883|(see forum)}}&lt;br /&gt;
Dwarves who dig into magma often die not because they are unable to flee but because they choose not to. By ensuring a dwarf has another task waiting (ideally far away) they will immediately move away from the ensuing magma flow.&lt;br /&gt;
&lt;br /&gt;
Simply mine up to the corner of a lava tube and then smooth the last tile. Dig a staircase within a few tiles of the place where you will be breaching that leads up and back into your fortress, this will allow your dwarf to get out before the magma gets him. Now designate the smoothed corner to be carved into a fortification. Now immediately when the dwarf begins to carve the fortification, (and this is the most important part!), designate a bunch of other tiles to be smoothed/carved. It's not important that your dwarves actually smooth, carve, or engrave those tiles, what is important is that your dwarf immediately takes another smooth/carve/engrave task elsewhere in the fortress when they finish the current one. If they do not then they will pause for the briefest of instants as they pick a new task, resulting in their death. If they have the job though, they will instantly turn and head up the staircase, stopping the magma from catching and killing them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Exploit From Below:'''&lt;br /&gt;
{{F|110724|(see forum)}}&lt;br /&gt;
Miners are able to mine out tiles diagonally above them '''even if there is a bridge over their heads''', but only if there is a [[ramp]] or up stair for them to stand on. First you dig out your magma tunnel to feed magma to wherever in your fort you need it and dig it right up against the volcano pipe. Then you channel a trench against the pipe that can be the width of the tunnel if you wish, being sure to leave the ramp that results from channeling. If there is no ramp left after channeling for any reason, build one in the tile that will be below the bridge. Build a magma-safe bridge over the trench, making sure to cover it completely, and then seal off access to the magma tunnel. Dig a new separate path to access the now bridged-over trench. Finally, designate the magma wall '''on the Z level of the magma tunnel''' for mining. Your dwarves will stand on the ramp/stairs in the trench beneath the bridge but will somehow still mine out the squares diagonally above them, causing the magma to flow safely onto the bridge, leaving your dwarves unscathed.&lt;br /&gt;
&lt;br /&gt;
Example (use {{k|&amp;amp;lt;}}{{k|&amp;amp;gt;}} to navigate):&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
Z=0      &lt;br /&gt;
[%205][%205][%205][%205][%205]╗[#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╥[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080][%186][#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
....[#080]╨[#000][@880][%186][@][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%203][%205][%185][#F00]≈≈≈[#]&lt;br /&gt;
   [%186]X[%186][#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
Z=1&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
      [#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
....X[%186][#F00]≈≈≈[#]&lt;br /&gt;
[%205][%205][%205][%205][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Z=-1     &lt;br /&gt;
   [%201][%205][%187][#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║▲║[#F00]≈≈≈[#]&lt;br /&gt;
   ║.║[#F00]≈≈≈[#]&lt;br /&gt;
   ║X║[#F00]≈≈≈[#]&lt;br /&gt;
   [%200][%205][%188][#F00]≈≈≈[#]&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure the top z-level is sealed off from miners and '''[[Mining|Mine]]''' ({{k|d}}-{{k|d}}) the highlighted tiles on the upper z-level.&lt;br /&gt;
&lt;br /&gt;
== Bringing magma up ==&lt;br /&gt;
&lt;br /&gt;
Magma can be brought to the surface by three different methods: pump stacks, magma pistons, and minecarts. Pump stacks are conceptually the simplest, but require an enormous amount of in-game time to make. Magma pistons tend to be faster to make, but require more time to understand how to build them. Minecarts are a simple solution, but require more management than pump stacks because they can overfill a reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Pump stacks ===&lt;br /&gt;
Pumping magma up from the [[magma sea]] via a conventional [[screw pump#Example layouts#pump stack|pump stack]] is a lot of work, requiring dozens of pumps and significant amounts of power. Making all of the pumps [[magma safe]] also requires a lot of precious materials like iron, or a functioning glass industry.&lt;br /&gt;
&lt;br /&gt;
=== Magma pistons ===&lt;br /&gt;
[[Magma piston]]s are another way to move magma near the surface. Magma pistons require less time and fewer precious materials to construct than pump stacks. However, magma pistons are a bit more complicated than pump stacks, so it takes more time to understand how to operate and build them.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
[[Minecart]]s submerged in 7/7 magma (or possibly less, but 2/7 is not enough) will fill with magma. Each minecart holds 2/7 worth of magma, which is subtracted from the amount of magma in the tile. The minecart is then shown as containing magma [833]. Minecarts used for this must be made of [[magma-safe]] material.&lt;br /&gt;
&lt;br /&gt;
Minecarts full of magma can be tipped at a track stop, which will pour the magma in a specified direction from the stop. Therefore, the challenge is to get the minecart full of magma to the track stop. There are two logistical hurdles, and several ways to approach them.&lt;br /&gt;
&lt;br /&gt;
The first decision is how to separate the minecart from the tile of magma. The &amp;quot;obvious&amp;quot; way is to build [[roller]]s in magma to pull the minecarts out; such rollers would also need to be magma-safe. Another way is to drain the magma, and then wait for evaporation. A third way is to pump the magma out of the minecart filling area.&lt;br /&gt;
&lt;br /&gt;
The second task is how to move the liberated magma-laden minecart(s) to the track stop where your smelters/forges will be built. There are, again, multiple valid approaches to this. The &amp;quot;obvious&amp;quot; way is to build tracks from the magma sea to the surface. A minecart track can be operated by dwarves or fully automatic, using powered rollers or [[Minecart#Impulse ramps|impulse ramps]]. Depending on the placement of the track stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.&lt;br /&gt;
&lt;br /&gt;
A less obvious way to move the minecarts up is to simply ''carry'' them. Dwarves can safely haul a minecart full of magma (albeit slowly, due to its weight). [[Wheelbarrow]]s may be used to speed the hauling enormously; however, if the wheelbarrows are not [[magma-safe]]* (i.e. if they are [[wood]]en), they will [[wear]] quickly, most likely disintegrating in the middle of the hauling job. If a minecart is left stranded (either because the hauler got tired, or the wheelbarrow burned up), another hauling task is assigned to move it, either back to its origin stockpile, or farther along to its destination. Be sure your stockpile settings account for these possibilities, so you don't waste a lot of time moving a minecart halfway up, then back down, in a loop.&lt;br /&gt;
&lt;br /&gt;
: (* The cheapest magma-safe metal for a wheelbarrow is [[nickel]], which has few other special uses. [[Nether-cap]] is a magma-safe wood (the only one), and only grows underground. You probably [[Cavern|passed some]] on your way to the magma.)&lt;br /&gt;
&lt;br /&gt;
==== Design 1 ====&lt;br /&gt;
In {{F|125679/4217863|one design}} posted to the forums by gchristopher, a pump can provide power to the [[roller]], making the ramp eligible for building the roller, and keeping the trench at 7 magma so the carts fill instantly.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▒▒▒&lt;br /&gt;
▒#▒    # {{=}} floor grate&lt;br /&gt;
▒%▒    % {{=}} south facing pump&lt;br /&gt;
▒%▒▒&lt;br /&gt;
▒▲▲▒   Left ramp ▲ has a left-pushing roller&lt;br /&gt;
▒▒▒▒   Right ramp ▲ has a retracting bridge &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you drop minecarts in directly from at least 2 z-levels above onto the right ramp, this setup has the magical property that it can handle an arbitrary number of minecarts, and dispense them at a constant controlled rate. Carts are pushed up the left ramp by the roller.&lt;br /&gt;
&lt;br /&gt;
If you extend the right bridge, that tile ceases to be a ramp. Exactly one minecart will fall onto the tile and stay there, and all other minecarts dropped from above will form a quantum pile 1 z-level up.&lt;br /&gt;
&lt;br /&gt;
The last time I [gchristopher] built one, I timed the cart dispensing rate at 1 per 8 ticks. This is slow enough that carts can be brought to the surface using an impulse ramp spiral, but fast enough that you can still quickly cover a large area with magma.&lt;br /&gt;
&lt;br /&gt;
The same design works with water, for giving you a lot of flexibility creating tall waterfalls without pump stacks, quickly and cheaply.&lt;br /&gt;
&lt;br /&gt;
==== Design 2 ====&lt;br /&gt;
Rafal99 posted {{F|109460/3374816|another design}} using dwarf-powered [[wheelbarrow]]s to transport the magma-filled minecarts from one minecart stockpile to another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
▒ddddd=====S==&amp;lt;&amp;lt;Zccccc      Near the surface (top view)&lt;br /&gt;
           U&lt;br /&gt;
&lt;br /&gt;
▒bbbbb==      ==&amp;lt;&amp;lt;Xaaaaa    Near the magma (side view)&lt;br /&gt;
        \7777/&lt;br /&gt;
&lt;br /&gt;
\7777/   - Magma reservoir, with tracks in it and rollers to bring minecart up &lt;br /&gt;
                the ramp&lt;br /&gt;
U        - Here we want magma&lt;br /&gt;
aabbccdd - Stockpiles accepting minecarts&lt;br /&gt;
===&amp;lt;&amp;lt;    - Track and rollers&lt;br /&gt;
S        - Track stop, set to lowest friction (so it doesn't stop the minecart), &lt;br /&gt;
                set to dump the contents into the U&lt;br /&gt;
XZ       - Track stops set to dump their contents to the left&lt;br /&gt;
▒        - Wall to stop minecarts&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Empty minecarts are put into stockpile aaaaa.&lt;br /&gt;
# There is a hauling route with one stop on X, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile aaaaa.&lt;br /&gt;
# Empty minecarts are put into the minecart on track stop X, the track stop dumps them to the left, placing them on the rollers.&lt;br /&gt;
# Rollers move the empty minecarts into the magma reservoir, they get filled with magma, then the roller on ramp moves them up. They follow the track, then go out of it and stop at the wall; effectively the minecart with magma is being placed in stockpile bbbbb.&lt;br /&gt;
# Stockpile ccccc is set to take from stockpile bbbbb and has assigned 3 wheelbarrows. Dwarves safely transport the minecarts with magma inside wheelbarrows up to the surface into stockpile ccccc.&lt;br /&gt;
# There is a hauling route with one stop on Z, with assigned vehicle, set to take furniture-&amp;gt;minecarts from stockpile ccccc.&lt;br /&gt;
# Magma minecarts are put into the minecart on track stop Z, and the track stop dumps them to the left, placing them on the rollers. (Same as in 3.)&lt;br /&gt;
# Rollers move the magma minecarts along the track. They pass through the track stop S and dump the magma in the destination point U, then they follow the track, go out of it and stop at the wall; effectively the emptied minecart is being placed in stockpile ddddd.&lt;br /&gt;
# Stockpile aaaaa is set to take from stockpile ddddd. Dwarves haul the empty minecarts back underground near the magma into stockpile aaaaa.&lt;br /&gt;
Then we go back to start and the whole thing repeats.&lt;br /&gt;
&lt;br /&gt;
==== Design 3: Minimalist magma moving ====&lt;br /&gt;
&lt;br /&gt;
You'll need two magma-safe pumps, a magma-safe wheelbarrow, and at least one magma-safe minecart.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
        sideview        &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ░░░     %% ░░░░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░▲%%_░░░░░░░░░&lt;br /&gt;
 ░░░░░░░░░░░░░[#c00]7777777[#]░░░ &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Dig down to the magma sea and channel a tile above the magma&lt;br /&gt;
# Optionally build a floor grate (_) over the hole to keep magma critters out&lt;br /&gt;
# Build the first pump to pull magma up into a 1x1 room with a ramp (▲)&lt;br /&gt;
# Build the second pump to pull the magma out of the 1x1 room and dispose of it (a 3x3 evaporation chamber works fine)&lt;br /&gt;
# Designate a garbage dump zone in the 1x1 room and dump all your magma-safe minecarts&lt;br /&gt;
# Wait for all the minecarts to be carried down to the dump zone&lt;br /&gt;
# Operate pump 1 briefly, then stop it and activate pump 2 briefly (the minecarts should now contain magma)&lt;br /&gt;
# Designate a minecart stockpile near your desired magma workshops, and set it to use your magma-safe wheelbarrow&lt;br /&gt;
# Unforbid your minecarts and wait for your dwarves to wheelbarrow them up to the stockpile&lt;br /&gt;
# Build a dumping track stop to place the magma where you want it&lt;br /&gt;
# Create a new hauling route, specify a new stop on the constructed track stop, and assign one of the magma minecarts to the route&lt;br /&gt;
# Unassign the cart, and mark it for dumping; once you've emptied all the carts return to step 6&lt;br /&gt;
&lt;br /&gt;
This design is only useful for moving small amounts of magma, but it is simple and flexible. With any luck you can have your topside magma workshops up and running in the first year.&lt;br /&gt;
&lt;br /&gt;
WARNING: do not attempt to over-fill multi-tile magma pits to full (i.e., a 3x1 pit at 6 depth on each tile) there is a high chance of the magma flowing outwards instead of into the other magma tile resulting in burnt dwarves and FUN.&lt;br /&gt;
Note: If necessary, use hatches to control pump operation.&lt;br /&gt;
&lt;br /&gt;
==== Design 4: Urist's Cradle ====&lt;br /&gt;
This design works fairly reliable while requiring no powered rollers. It works using [[Minecart#Impulse ramps|impulse ramps]] and is thus considered an exploit.&lt;br /&gt;
&lt;br /&gt;
As seen from the side (south):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 0:    ██&lt;br /&gt;
-1: ██▲▲▲▲██&lt;br /&gt;
Legend:&lt;br /&gt;
▲: impulse ramp (south-east or north-east oriented) , 7/7 magma&lt;br /&gt;
█: solid wall / ground&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The minecarts arrive from the left with high speed, bump into the walls, drop into the 7/7 magma and get accelerated by the impulse ramps. Because of *physics*, the minecarts get stuck at the last impulse ramp on the right. A second minecart, also coming from the left, will push the first minecart out, filled with magma.&lt;br /&gt;
&lt;br /&gt;
==== Design 5: Fill Station ====&lt;br /&gt;
100% reliable with no danger of minecart strikes or magma exposure. No power required, as there are no rollers or pumps. Compatible with wheelbarrow stockpile hauling, though it works without it as well. The disadvantage is that it is not readily automatable.&lt;br /&gt;
Essentially, 0 is the fill level where the minecarts are placed on a retracting magma-safe drawbridge using the Minecart Hauling menu (or by dumping from +Z levels). You can load magma in with a floodgate, or a screw pump, just as long as the source is controllable so you can retrieve the minecarts later. Level -1 has magma-safe bars to catch the minecarts, but let the excess magma through. Level -2 is an evaporation chamber for disposing of the extra magma.&lt;br /&gt;
See [https://youtu.be/KjdcOYHdZjQ this video] for an example of this method.&lt;br /&gt;
&lt;br /&gt;
==Using magma==&lt;br /&gt;
The primary use for magma is to &amp;lt;s&amp;gt;flood your fortress&amp;lt;/s&amp;gt; power [[magma smelter]]s, [[magma glass furnace]]s, [[magma kiln]]s, and [[magma forge]]s. To power a building with magma at least one of the external eight squares must be a hole above a square of magma on the level below.&lt;br /&gt;
As workshops no longer have [[impassable tile]]s, care must be taken to prevent clumsy dwarves from falling out or magma critters from pathing in. Magma used this way is not consumed; a single tile of magma can operate the furnace indefinitely.&lt;br /&gt;
&lt;br /&gt;
Other uses for magma include [[obsidian farming]], [[DF2012:Trap_design#Magma_and_fire_traps|trap design]], melting [[ice]], igniting [[fire]]s, and even [[garbage disposal]]. It's unknown whether flow push bug {{Bug|5458}} can be a problem with magma, so if you want to be sure, protect the intake with floor grate - like water, except it won't get back up on its own.&lt;br /&gt;
&lt;br /&gt;
Magma saves all the work for fuel (but not flux for steel), so &amp;quot;dig down to magma&amp;quot; is a reasonable strategy for starting metal/glass/ceramics industry. As to the other magma uses - if you get lucky, the first dwarven caravan will bring all the tools you need. If not, you can forge your own by melting down the surplus of anvils that caravans carry, or just embark with a couple chunks of iron [[ore]] or ready bars of [[nickel]] (cheaper, but have few other uses). If you are in a hurry, you usually can take a nickel minecart on embark (at the same price as iron anvil), but to have magma-safe rollers you'll need a forge either way: metal chains seem to ''never'' be available on embark {{verify}}.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by [[pressure]] (except when being moved by a [[screw pump]]) and apparently not showing [[flow]]. Magma will turn into [[obsidian]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; if it touches [[water]]. In the game, magma's temperature is {{ct|12000}}. See the list of '''[[magma-safe]]''' materials for more information on what can (or cannot) be safely submerged in magma.&lt;br /&gt;
&lt;br /&gt;
Tiles directly adjacent to magma will be heated to a temperature of {{ct|10075}}, causing revealed unmined tiles to flash with {{Tile|☼|6:4:1}} when placing digging designations and causing unrevealed mining-designated tiles to [[Digging designation canceled|cancel their designation with a &amp;quot;warm stone&amp;quot; warning]] once they are revealed.&lt;br /&gt;
&lt;br /&gt;
Magma can melt ice beyond the &amp;quot;warm&amp;quot; wall, but this happens ''only when magma moves in'': {{F|72296/1795893|later the same reservoir may freeze just like when magma was not there}}. Whether magma needs to be moved out and in, or depth recalculation is enough is unknown {{verify}}.&lt;br /&gt;
&lt;br /&gt;
Implication of the two above effects is that when magma appears or disappears somewhere, that one and several adjacent tiles start or stop being {{Tile|☼|6:4:1}} &amp;quot;warm&amp;quot; - and there are likely to be temperature recalculations for the tiles adjacent to ''them'' - in addition to processing that happens when moving water. This means that having streams of magma changed or pumped (since a pump can drain its source) tend to cause major FPS drop, which can be prevented by keeping the affected tiles continuously &amp;quot;warm&amp;quot; with small buffer reservoirs (see [[Screw_pump#Improved_Magma_Pump_Stack|Improved Magma Pump Stack]] design by NecroRebel).&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s ([[wall]]s, [[floor]]s, etc.) of any material can safely contain magma. Non-construction [[building]]s ([[door]]s, [[bridge]]s, [[Screw pump|pump]]s, etc.) that come into contact with magma should be built entirely of [[magma-safe]] materials. Non-magma-safe components will eventually melt and the building will deconstruct. Any [[mechanism]]s likely to come into contact with magma should also be made of magma-safe materials.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - specifically, one of the inorganic materials having the [LAVA] tag, selected randomly ''per biome'' during worldgen.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Any contact with magma results in nearly-instant immolation, followed by death if water is not close at hand. Additionally, dropping large items into magma will generate clouds of [[magma mist]] which can set your haulers on fire if you aren't careful. Magma is also home to various fiery creatures which can present a significant threat to unprepared fortresses.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Magma is very well known for being the perfect solution to any problem encountered by dwarves. Giant badger invasion? Pour magma on it. Noble being their usual snotty, useless, arrogant self? Pour magma on it. Door locked due to invaders? Pour magma on it! Flooded your fortress with magma? [[Fun|Congratulations, you just won the game!]]&lt;br /&gt;
&lt;br /&gt;
Magma is often referred to as the blood of the earth. Some dwarves interpret this literally, expressing concerns that the earth is capable of bleeding to death. This has led dwarven [[elf|conservationists]] to declare magma a finite resource, advocating stricter regulations on the use of magma-powered workshops.&lt;br /&gt;
&lt;br /&gt;
However, this hypothesis is flawed. The larger a creature, the more blood it has. The world is at least twice as large as a [[giant sperm whale]], the largest creature known to dwarfkind. Therefore, any [[Bloodline:Boatmurdered|pumping operation]] capable of bleeding the world dry would flood the surface and caverns to such a degree as to render the world uninhabitable. On the other hand, this would usher in the [[calendar|age of death]], and thus the earth would indeed be considered dead.&lt;br /&gt;
[[File:magma_preview2.jpg|thumb|290px|center|Dwarves can swim in magma, but only once. 🌋]]&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|INORGANIC}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[Ru:Magma]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=291850</id>
		<title>Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill&amp;diff=291850"/>
		<updated>2023-02-28T16:59:41Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Professions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|03:10, 22 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''See also: [[Combat skill]]''&lt;br /&gt;
&lt;br /&gt;
[[File:skill_icon.png|120px|right]]'''Skills''' are used by [[dwarves]] and other [[creature]]s to accomplish almost every task in the game. Higher levels of a skill allow a dwarf to accomplish the respective task more quickly and/or more effectively. Whenever a skill is used, [[experience]] is gained for that skill, allowing the dwarf to progress to higher skill levels. [[Creatures]] aside from dwarves may also possess skills that match what species they are (e.g. [[cat]]s and [[monkey]]s having legendary skill in climbing).&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled &amp;quot;rusty.&amp;quot; If the rusty skill continues to remain unused, it will eventually be labeled &amp;quot;very rusty,&amp;quot; or &amp;quot;V rusty&amp;quot; in-game. Skills remaining at 'very rusty' for prolonged periods of time will gradually suffer permanent experience loss. It is not possible to know in-game whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill rust|Rust]] below for more details.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, hover over and click them, that will bring you to their &amp;quot;Overview&amp;quot; menu. From there you can see and access the &amp;quot;Skills&amp;quot; tab; &amp;quot;Labor,&amp;quot; &amp;quot;Combat,&amp;quot; and &amp;quot;Social&amp;quot; being the main three types of skills used by Dwarves. &amp;quot;Other Skills&amp;quot; regards all skills outside the main types, skills like swimming and instrument use. Finally, &amp;quot;Knowledge&amp;quot; is used in the [[knowledge|knowledge system.]]&lt;br /&gt;
&lt;br /&gt;
== Skill level names ==&lt;br /&gt;
The names of skill levels are as follows, in order of the experience required to achieve them:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Rank&lt;br /&gt;
! Skill Name&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Not&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| (No skill)&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Dabbling&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| This level isn't displayed on the &amp;quot;prepare for journey carefully&amp;quot; screen.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Novice&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adequate&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Competent&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Skilled&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Proficient&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| Maximum possible skill level for dwarves while &amp;quot;preparing for journey carefully&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Talented&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Adept&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Expert&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Professional&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Accomplished&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Great&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| Characters with this level of a specified [[weapons|weapon]] mastery (including [[wrestling]]) or higher are [[elite]].  &lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Master&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;High Master&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Grand Master&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
| Maximum possible skill for any creature in the [[object testing arena]].&lt;br /&gt;
|-&lt;br /&gt;
| 15+&lt;br /&gt;
| {{Raw Tile|&amp;lt;small&amp;gt;Legendary&amp;lt;/small&amp;gt;|7:0:1}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills in use ==&lt;br /&gt;
[[File:legendary_v50_anim.gif|thumb|270px|right|Blinking legendary dwarves.]] Skills are never referred to in-game by &amp;quot;level number&amp;quot;, but for all practical purposes, that is how they are treated by the game. &amp;quot;Dabbling&amp;quot; is not functionally a level, with &amp;quot;Novice&amp;quot; being level 1, and &amp;quot;Legendary&amp;quot; being any level 15 and up. &lt;br /&gt;
&lt;br /&gt;
All skills take (400 + 100 * the new level) experience points to gain a level, meaning Novice takes 500 experience points, and reaching Legendary from Grand Master takes 1900 experience points, or 18000 total experience.&lt;br /&gt;
&lt;br /&gt;
Many skills can gain practical levels beyond level 15, or &amp;quot;Legendary&amp;quot;. [[Farming]], [[plant gathering]], and [[fishing]] use an older formula for calculating yields which effectively caps the skill level at &amp;quot;Legendary+5&amp;quot;, but most other crafting skills use the following formula to determine the [[quality]] of the resulting item:&lt;br /&gt;
# Find the effective skill level (i.e. Novice=1, Legendary=15), ''uncapped'', with status penalties applied (see below)&lt;br /&gt;
# Roll for item quality &amp;quot;points&amp;quot;: &amp;lt;code&amp;gt;rand(0..10) + rand(0..(level * 5) / 2) + rand(0..(level * 5) / 2)&amp;lt;/code&amp;gt; (where &amp;lt;code&amp;gt;rand(0..N)&amp;lt;/code&amp;gt; returns a number from 0 to N, inclusive)&lt;br /&gt;
# Add points for physical attributes: &amp;lt;code&amp;gt;(rand(0..phys_attr1) / 100) + (rand(0..phys_attr2) / 250) + (rand(0..phys_attr3) / 250)&amp;lt;/code&amp;gt; (for whichever attributes are actually associated with the skill)&lt;br /&gt;
# Add points for mental attributes: &amp;lt;code&amp;gt;(rand(0..ment_attr1) / 100) + (rand(0..ment_attr2) / 250) + (rand(0..ment_attr3) / 250)&amp;lt;/code&amp;gt; (see above)&lt;br /&gt;
# Adjust points based on focus (or lack thereof): &amp;lt;code&amp;gt;points = (points * current_focus) / undistracted_focus&amp;lt;/code&amp;gt;&lt;br /&gt;
# Apply status penalties '''again''', this time to the &amp;quot;points&amp;quot;&lt;br /&gt;
# If you have a Curse (or Blessing) with a Luck modifier, apply it to the points: &amp;lt;code&amp;gt;points = (points * luck_mul_percent) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
# Add 10 points if the item being produced matches an Item preference on the maker&lt;br /&gt;
# Add 10 points if the item being produced matches a Material preference on the maker&lt;br /&gt;
# Feed the points into the following formula:&lt;br /&gt;
#* 0-21 - base quality&lt;br /&gt;
#* 22-29 - Well-crafted&lt;br /&gt;
#* 30-34 - Fine&lt;br /&gt;
#* 35-44 - Superior&lt;br /&gt;
#* 45-54 - Exceptional&lt;br /&gt;
#* 55+ - 1/3 Masterwork, 2/3 Exceptional&lt;br /&gt;
&lt;br /&gt;
Labors with or without quality often have a time period associated with them, and skill levels reduce this significantly.  Legendary skill can eliminate all time required to do a job down to a single action, exponentially increasing productivity.&lt;br /&gt;
&lt;br /&gt;
Combat skills can scale upwards to a functionally impossible-to-reach degree, meaning that simply reaching Legendary in a combat skill only means they've just started climbing the ranks of the legendary warriors of ''Dwarf Fortress''. A Legendary +100 warrior will hit more regularly and deal more damage than a &amp;quot;mere&amp;quot; Legendary +10, although it takes nearly three-quarters of a million more experience points to get there.&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves which are suffering from various status ailments will have all of their skill levels reduced, causing them to work slower and produce lower-[[quality]] goods where relevant. The latter is unimportant for non-quality tasks such as [[wood cutting]] or [[furnace operating]], but you may want to delay construction of, say, [[platinum]] [[statue]]s or [[steel]] [[armor|breastplates]], if the [[smith]] forging them is famished or hollow-eyed from lack of sleep. For instance, dwarves that aren't in a martial trance that have pain above a certain level get all their rolls halved.&lt;br /&gt;
&lt;br /&gt;
Each of the following status ailments can impact a Dwarf's skills:&lt;br /&gt;
* Nausea - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Winded - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Stunned - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dizzy - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Fever - reduce by 50%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Blind - reduce by 75%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Extreme Pain - reduce by 75%&amp;lt;sup&amp;gt;12&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Tired - reduce by 25%&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Over-Exert - reduce by 25% twice&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Exhausted - reduce by 25% three times&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Dehydrated - reduce by 50%&lt;br /&gt;
* Starving - reduce by 50%&lt;br /&gt;
* Very Drowsy - reduce by 50%&lt;br /&gt;
* Thirsty for Blood - reduce by 25% or 50%, depending on severity&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are Enraged, in a Martial Trance, or throwing a [[Tantrum]]&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Does not apply to dwarves who are in a Strange Mood or are Insane&lt;br /&gt;
&lt;br /&gt;
Notably, having multiple status ailments will result in '''cumulative''' penalties - for example, being both Stunned and Dizzy will cause all skill levels to drop by 75%.&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
Skills are grouped under &amp;quot;professional&amp;quot; categories (shown below), each category represented by a specific color. In classic, the display color for a dwarf reflects its current profession, which is determined by their highest level (not [[experience]]) of their skills; in premium the colors of their name and clothing change. Professions do not affect skills or tasks in any way, professions are merely a reflection of the highest skill, and a loose way to differentiate dwarves with different types of skills. It is not perfect, but it can help when trying to spot a specific dwarf in a list or group.&lt;br /&gt;
&lt;br /&gt;
So (and assuming it's their highest skill) your Miners names are always light gray, your Metal Workers are always dark gray, Masons (and Engravers) are always white, your Mechanics (and Siege Engineers and Pump Operators) are always red, and those waves of olive [[migrant]]s are all &amp;quot;Farmers&amp;quot; of some stripe. This is not to say that a dwarf doesn't also have some other skill(s) from a different category, ones that may be just lower than their highest skill (which is determining the color for their current profession), so be sure to examine each new arrival - but that's their current best, and so their current color/profession. &lt;br /&gt;
&lt;br /&gt;
A dwarf with no skill levels above [[Skill#Skill level names|dabbling]] is displayed as &amp;quot;peasant&amp;quot; as their listed &amp;quot;profession&amp;quot;, falling in the teal &amp;quot;miscellaneous&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The one exception to this are some of your appointed [[noble]] positions, which are the magenta/purple of the Administrator category. Appointing a new noble will apply that magenta color to the new &amp;quot;noble&amp;quot; dwarf, regardless of their previous profession.&lt;br /&gt;
&lt;br /&gt;
Professions can change as skills are increased. When a skill in a new category is raised to a higher level than any in other categories, creating a new &amp;quot;highest&amp;quot; status, the dwarf will change listed profession and display color accordingly. This change is accompanied by a minor [[announcement]] to that effect.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Stonecutter]]&lt;br /&gt;
* [[Stone carver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Gelder]]&lt;br /&gt;
* [[Planter]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bookbinder]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Papermaker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|type=m|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Climber]]&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Rider]]&lt;br /&gt;
* [[Schemer]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Performance|3:0|3:0|&lt;br /&gt;
* [[Dancer]]&lt;br /&gt;
* [[Singer]]&lt;br /&gt;
* [[Musician]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Keyboardist]]&lt;br /&gt;
* [[Stringed instrumentalist]]&lt;br /&gt;
* [[Wind instrumentalist]]&lt;br /&gt;
* [[Percussionist]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Scholar|3:0|3:0|&lt;br /&gt;
* [[Critical thinker]]&lt;br /&gt;
* [[Logician]]&lt;br /&gt;
* [[Mathematician]]&lt;br /&gt;
* [[Astronomer]]&lt;br /&gt;
* [[Chemist]]&lt;br /&gt;
* [[Geographer]]&lt;br /&gt;
* [[Optics engineer]]&lt;br /&gt;
* [[Fluid engineer]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Mod skill|Skill 1]]&lt;br /&gt;
* [[Mod skill|Skill 2]]&lt;br /&gt;
* [[Mod skill|Skill 3]]&lt;br /&gt;
* [[Mod skill|Skill 4]]&lt;br /&gt;
* [[Mod skill|Skill 5]]&lt;br /&gt;
* [[Mod skill|Skill 6]]&lt;br /&gt;
* [[Mod skill|Skill 7]]&lt;br /&gt;
* [[Mod skill|Skill 8]]&lt;br /&gt;
* [[Mod skill|Skill 9]]&lt;br /&gt;
* [[Mod skill|Skill 10]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, attributes and traits==&lt;br /&gt;
*'''Skills and [[attribute]]s''': &lt;br /&gt;
**.. are both trained by being used in activities they relate to.&lt;br /&gt;
**.. both influence future success of these activities, like craft quality, work speed, combat survivability, accuracy and damage.&lt;br /&gt;
**The dwarf's profession is determined by their highest-ranking skill group.&lt;br /&gt;
**Crafting skills are increased by [[preferences]], allowing the the dwarf to make items beyond their skill level.&lt;br /&gt;
**The dwarf's highest moodable skill determines potential artifact types during a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**can be changed (at least beliefs change through arguments).&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
**influence choice of [[artifact]] materials.&lt;br /&gt;
&lt;br /&gt;
To summarize, it goes like this:&lt;br /&gt;
&lt;br /&gt;
 Thought &amp;lt;--triggers-- Activity ----trains----&amp;gt; Attribute&lt;br /&gt;
    ^          ,----------|                         |&lt;br /&gt;
 modifies   modifies    trains                   increases&lt;br /&gt;
    | ,--------'          |                         |&lt;br /&gt;
    | v                   v                         v&lt;br /&gt;
  Trait --influences--&amp;gt; Skill --increases--&amp;gt; Dwarf performance&lt;br /&gt;
    |           ,---------|&lt;br /&gt;
  item        item        |&lt;br /&gt;
 material     type    determines&lt;br /&gt;
    |  ,--------'         |&lt;br /&gt;
    v  v                  v&lt;br /&gt;
 Artifact &amp;lt;--chosen-- Profession&lt;br /&gt;
              dwarf&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
As [[Personality trait|traits]] can limit learning some skills, which can be required by some Noble positions, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a Noble position that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] broker''.&lt;br /&gt;
*appoint a dwarf with a useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
==Skill rust==&lt;br /&gt;
Every skill has the following set of improvement and decay counters, which are caste specific:&lt;br /&gt;
&lt;br /&gt;
{{token|SKILL_RATE|c}} (Default is {{token|SKILL_RATE|cr|100:8:16:16}})&lt;br /&gt;
 * % of improvement points you get (Default 100)&lt;br /&gt;
 * unused counter rate (Default 8)&lt;br /&gt;
 * rust counter rate (Default 16)&lt;br /&gt;
 * demotion counter rate (Default 16)&lt;br /&gt;
&lt;br /&gt;
The unused counter starts incrementing while a dwarf isn't using a skill. Once it reaches the cap, it will reset to zero, and the rust counter rate will increment by 1. This continues until the rust counter's cap is reached, and then the demotion counter is incremented by 1, and the rust counter is reset to zero. When the demotion counter finally reaches its cap, a 'layer' of rust is added to the skill, and the demotion counter is reset to zero.&lt;br /&gt;
&lt;br /&gt;
The {{DFtext|Rusty}} and {{DFtext|V.Rusty}} descriptions which are appended to a skill within ''Dwarf Fortress'' are determined by the following conditions:&lt;br /&gt;
&lt;br /&gt;
*Rusty: A skill level greater than 0 and less than 4, and the skill level * 0.5 &amp;lt;= the number of rust layers.&lt;br /&gt;
*Very Rusty: A skill level greater than or equal to 4, and the skill level * 0.75 &amp;lt;= the number of rust layers.&lt;br /&gt;
&lt;br /&gt;
For example, a level 3 skill with 4 layers of rust: 3 * 0.5 = 1.5 which is less than the 4 layers of rust, so it's a Rusty skill. A level 8 with 6 layers of rust: 8 * 0.75 = 6 which is equal to the layers of rust, so it's a Very Rusty skill.&lt;br /&gt;
&lt;br /&gt;
In testing, it appears that the layers of rust are limited to a maximum of 6. If the counters reach the maximum and it attempts to increase to a 7th layer of rust, all counters are stopped, and the 'Rusty' and 'V. Rusty' descriptions are erroneously removed from the skill descriptions within ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
==Performances==&lt;br /&gt;
&lt;br /&gt;
Randomly generated musical [[instrument]]s and musical compositions are also considered skills and gain experience from use, though it is not clear how greater skill levels affect anything or if these performance-related skills rust.&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills| }}&lt;br /&gt;
[[ru:Skill]]&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=284007</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=284007"/>
		<updated>2023-01-05T16:49:34Z</updated>

		<summary type="html">&lt;p&gt;DiogenesOfMiami: /* Fortress mode */  first line (hotkeys and designations) to Steam Release&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_temple.jpg|thumb|320px|right|A real life temple.]]A '''temple''' is a structure devoted to an object of worship, which, typically, is any [[sphere]]-aligned being, such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[zones]] ({{K|z}}) that can be created from [[meeting area]]s. Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research. In some cases a dwarf who worships multiple deities may not ever pray to them all. Using burrows to force these dwarves to pray only in generic temples will usually make them eventually (sequentially) satisfy all their needs to pray, given no other tasks.)''&lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s for their music and, thus, also [[container]]s to store them, although a temple created with no instruments will still be used by citizens and visitors. Temples also require an empty floor space (called ''dance floor'') with a minimum surface of 25 tiles{{verify}}, the same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances. Beyond being religious activity, dances and poetry in temples fulfil the same functions as they do in tavern, with the caveat of being limited to followers of said faith.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
When one of your fortress's religious organisations (sects) has sufficient (10 by default in d_init.txt) members, they may [[petition]] for the creation of a temple specific to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}} The petition is satisfied when the temple has a minimum value of 2000 and when [[priest]]hood is recognised. A temple with a value lower than 2000 is called a '''shrine''', but with a value of 10000 or higher, it becomes a '''temple complex''', which is needed to recognise [[priest|high priesthood]]&lt;br /&gt;
&lt;br /&gt;
'''REMINDER:''' Write down the petitioners' request for the specific deity and/or religious sect, because it's often not accessible from the UI after you accept the petition. Although, if you have [[DFHack]], you can use the command &amp;lt;code&amp;gt;list-agreements&amp;lt;/code&amp;gt; to find it. Once a location is designated you can verify the current value &amp;amp; level as well as the agreed on level via the [[locations]] ({{K|l}}) menu and selecting to the location.&lt;br /&gt;
&lt;br /&gt;
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there, if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and [[goblin]]s, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below. Since the introduction of institutionalized [[religion]]s, this seems to have changed somewhat, with most such temples having a wide array of architectural elements.&lt;br /&gt;
[[File:Df temple.png|300px|thumb|6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the Bejeweled Creed, a religion worshipping Ñor, deity of Birth and Youth. ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Justification&lt;br /&gt;
! Related spheres&lt;br /&gt;
! Disallowed spheres&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Detailed surfaces||Experience||Art, Depravity||&lt;br /&gt;
|-&lt;br /&gt;
|Representation||Painting||&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Representation||Volcanos||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Lower floors||Representation||Caverns||&lt;br /&gt;
|-&lt;br /&gt;
|Experience||Darkness, Earth||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Open structure||Experience||Dawn, Day, Dusk, Light, Lightning,&amp;lt;br/&amp;gt;Mist, Moon, Nature, Night, Rain,&amp;lt;br/&amp;gt;Rainbows, Seasons, Sky, Stars, Storms,&amp;lt;br/&amp;gt;Sun, Thunder, Twilight, Weather, Wind||&lt;br /&gt;
|-&lt;br /&gt;
|Representation||Freedom||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Paved indoor areas||Representation||Fortresses||Caverns&lt;br /&gt;
|-&lt;br /&gt;
|Experience|| ||Earth, Plants&lt;br /&gt;
|-&lt;br /&gt;
|Antithetical|| ||Nature, Trees&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Paved outdoor area||Representation||Fortresses||&lt;br /&gt;
|-&lt;br /&gt;
|Experience|| || Earth, Plants&lt;br /&gt;
|-&lt;br /&gt;
|Antithetical|| ||Nature, Trees&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Representation||Boundaries, Fortresses||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Square of pillars||Representation||Balance, Discipline, Laws, Order||&lt;br /&gt;
|-&lt;br /&gt;
|Antithetical|| ||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Experience||Disease, Muck||&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Representation||Chaos, Deformity||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|Upper floors||Representation||Fortresses, Mountains||&lt;br /&gt;
|-&lt;br /&gt;
|Experience||Dawn, Day, Dusk, Lightning, Moon,&amp;lt;br/&amp;gt;Rainbows, Sky, Stars, Storms, Sun,&amp;lt;br/&amp;gt;Thunder, Weather, Wind||&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|Water pool||Representation||Coasts, Lakes, Oceans, Rivers||&lt;br /&gt;
|-&lt;br /&gt;
|Experience||Water||&lt;br /&gt;
|-&lt;br /&gt;
|Reminder||Fish, Fishing||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrines ===&lt;br /&gt;
&lt;br /&gt;
Before a temple is built in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a [[statue]], and either a [[pedestal]] or an [[altar]]. If the religion has a divination tradition, divination [[dice]] can be found in these shrines. '''(Not to be confused with the lairs of [[titan]]s, also called [[Shrine (megabeast)|shrine]]s.)'''&lt;br /&gt;
[[File:Df town shrines.png|thumb|800px|center|A selection of shrines in a town in adventure mode, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.]]&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple, and build a new one in its stead. The ruins of the old temple, as well as any catacombs it was connected to, will still be explorable in adventure mode.  Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it - the order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keep.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>DiogenesOfMiami</name></author>
	</entry>
</feed>