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	<updated>2026-08-04T06:01:23Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=73200</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=73200"/>
		<updated>2010-03-16T01:17:19Z</updated>

		<summary type="html">&lt;p&gt;Foarl: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Requirements===&lt;br /&gt;
&lt;br /&gt;
According to the game designer* [http://www.bay12games.com/forum/index.php?topic=6882.msg81183#msg81183], the '''dwarven economy''' is unlocked when a [[Baron]] (or any upgraded version) arrives.  In order for a baron to show up, you need 80 [[dwarves]], 10,000 exported wealth, and you must perform 4 of the following in a single year ...&lt;br /&gt;
&lt;br /&gt;
:* 25 [[crafts|crafting]] jobs&lt;br /&gt;
:* 25 [[metal]]-related jobs&lt;br /&gt;
:* 25 [[wood]]-related jobs&lt;br /&gt;
:* 10 [[gem]] jobs&lt;br /&gt;
:* 25 [[stone]] jobs&lt;br /&gt;
::or&lt;br /&gt;
:* 25 [[food]] jobs.&lt;br /&gt;
::''(* This was accurate before the current version, and the details do not appear to have changed significantly.{{verify}}   However, to be on the safe side, these numbers should be taken as approximate.)''&lt;br /&gt;
&lt;br /&gt;
You may prevent the economy from activating with the arrival of the Baron by editing data/init/[[init.txt]]; line &amp;quot;[ECONOMY:NO]&amp;quot;. Once the Baron has arrived, turning this setting back on will not have an effect until you kill him (or her) and a replacement arrives.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
* All non-[[legendary]] and non-[[noble]] dwarves are granted personal accounts, initialized at 200 money.  They earn wages for performing most kinds of work and spend it on [[bedroom]] rent, [[food]], and [[pet]]s.  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so. Current wages can be viewed through the Job List screen: {{K|j}}-{{K|m}}-{{K|w}}. Legendary dwarves and nobles have no account and don't require money to acquire rooms, items, or food.&lt;br /&gt;
*: An unfortunate side effect of this is that legendary/noble dwarves can purchase any finished good they desire, whether at a [[shop]] or not, preventing you from trading them to caravans. They may also acquire unusable armor (which you might prefer to [[melt]]) as well as unequippable weapons and ammo, potentially leading to the unfortunate scenario of having no arrows with which to load the bows in your weapon traps.&lt;br /&gt;
*Children have access to the wealth of both parents.  Children of only legendary or noble parents have no wealth, and therefore tend to be deeply in debt.  Children of only non-noble non-legendary dwarves have access to two dwarves worth of income, and tend to be among the richest dwarves in the fortress.  &lt;br /&gt;
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version {{v|0.28.181.40d}}, it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress! You can inspect each dwarf's bank balance by looking at their profile: {{K|v}}-{{K|p}}-{{K|z}}. Toady has suggested that he considers this an exploit, and that in the future dwarves may become unhappy if they are unable to gather enough coins to cover their balance in one of the future game modification posts. Let us hope he improves coin storing mechanics at this time as well (dwarves often refuse to re-pile coins, leading to hundreds of piles of small numbers of coins scattered everywhere)&lt;br /&gt;
* [[Bedroom]]s may only be explicitly assigned to nobles and legendary dwarves - all others are put up for rent. Dwarves will pay rent on their current [[room]] and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], [[smoothing]] and [[decoration]], etc. in that room.&lt;br /&gt;
*: Inexpensive rooms can be made fairly easily by placing multiple beds close together and declaring overlapping rooms from each of them.&lt;br /&gt;
*: You may cause all room rent to become 0 by editing \data\init\[[init.txt]]; line &amp;quot;[ZERO_RENT:YES]&amp;quot;. Rooms can become far too expensive otherwise, what with exclusively high quality furniture being produced by skilled workers, and room rent not being adjusted according to supply and demand. Note that, even with this option enabled, dwarves will still be evicted if their accounts go negative from purchasing food.&lt;br /&gt;
* [[Food]] must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest. In doing so, however, their account will go ''negative'' (displayed in red on their profile screen), and soon they will likely be evicted or [[Tax collector|taxed]].&lt;br /&gt;
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown.&lt;br /&gt;
* Non-[[legendary]] dwarves who are not given enough work to do will receive an unhappy [[thought]] (&amp;quot;was unhappy with the lack of work last season&amp;quot;) and will request a meeting with your [[Manager]].  After they meet, the Manager will meet with the [[Mayor]] (unless they are the same dwarf) and make suggestions about job allocations. In the case of complaints from [[guild]] members (miners, carpenters, masons, metalsmiths, jewelers, and craftsdwarves), a message may appear similar to &amp;quot;&amp;lt;name&amp;gt; has taken a request from the &amp;lt;type&amp;gt; Guild.&amp;quot; and a [[mandate]] will be issued to perform a number of related jobs.&lt;br /&gt;
* Dwarves will no longer randomly perform &amp;quot;Check Chest&amp;quot; jobs on [[container]]s built in unassigned rooms.&lt;br /&gt;
* Dwarves will start randomly sleeping in [[barracks]], even if they already own their own room, and even if the barracks do not contain any beds (for example, if they are defined from a [[weapon rack]] or [[armor stand]]); no negative [[thought]]s appear to result from this.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Economy]]&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Foarl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=73199</id>
		<title>40d:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_economy&amp;diff=73199"/>
		<updated>2010-03-16T01:15:23Z</updated>

		<summary type="html">&lt;p&gt;Foarl: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Requirements===&lt;br /&gt;
&lt;br /&gt;
According to the game designer* [http://www.bay12games.com/forum/index.php?topic=6882.msg81183#msg81183], the '''dwarven economy''' is unlocked when a [[Baron]] (or any upgraded version) arrives.  In order for a baron to show up, you need 80 [[dwarves]], 10,000 exported wealth, and you must perform 4 of the following in a single year ...&lt;br /&gt;
&lt;br /&gt;
:* 25 [[crafts|crafting]] jobs&lt;br /&gt;
:* 25 [[metal]]-related jobs&lt;br /&gt;
:* 25 [[wood]]-related jobs&lt;br /&gt;
:* 10 [[gem]] jobs&lt;br /&gt;
:* 25 [[stone]] jobs&lt;br /&gt;
::or&lt;br /&gt;
:* 25 [[food]] jobs.&lt;br /&gt;
::''(* This was accurate before the current version, and the details do not appear to have changed significantly.{{verify}}   However, to be on the safe side, these numbers should be taken as approximate.)''&lt;br /&gt;
&lt;br /&gt;
You may prevent the economy from activating with the arrival of the Baron by editing data/init/[[init.txt]]; line &amp;quot;[ECONOMY:NO]&amp;quot;. Once the Baron has arrived, turning this setting back on will not have an effect until you kill him (or her) and a replacement arrives.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
* All non-[[legendary]] and non-[[noble]] dwarves are granted personal accounts, initialized at 200 money.  They earn wages for performing most kinds of work and spend it on [[bedroom]] rent, [[food]], and [[pet]]s.  Whatever's left over can be spent at [[shops]], which it now becomes possible to build.  Dwarves can purchase useful or desirable goods at shops and get happy [[thought]]s from doing so. Current wages can be viewed through the Job List screen: {{K|j}}-{{K|m}}-{{K|w}}. Legendary dwarves and nobles have no account and don't require money to acquire rooms, items, or food.&lt;br /&gt;
*: An unfortunate side effect of this is that legendary/noble dwarves can purchase any finished good they desire, whether at a [[shop]] or not, preventing you from trading them to caravans. They may also acquire unusable armor (which you might prefer to [[melt]]) as well as unequippable weapons and ammo, potentially leading to the unfortunate scenario of having no arrows with which to load the bows in your weapon traps.&lt;br /&gt;
*Children have access to the wealth of both parents.  Children of only legendary or noble parents have no wealth, and therefore tend to be deeply in debt.  Children of only non-noble non-legendary dwarves have access to two dwarves worth of income, and tend to be among the richest dwarves in the fortress.  &lt;br /&gt;
* The economy can be run with [[coins]], a locked vault of coins, or no coins at all.  Coins are minted at a [[forge]] out of [[copper]], [[silver]], [[gold]], and (depending on game version) other [[metal]]s.  In the current version {{v|0.28.181.40d}}, it is strongly recommended that you either not make any coins at all, or at least not let your dwarves have access to those you do make.  The reason for this is that coins are physical objects that need to be acquired, hauled, stored, and tidied up.  Because individual accounts fluctuate, your dwarves may spend more and more of their work time strewing tiny coin piles all over the fortress! You can inspect each dwarf's bank balance by looking at their profile: {{K|v}}-{{K|p}}-{{K|z}}. Toady has suggested that he considers this an exploit, and that in the future dwarves may become unhappy if they are unable to gather enough coins to cover their balance in one of the future game modification posts.&lt;br /&gt;
* [[Bedroom]]s may only be explicitly assigned to nobles and legendary dwarves - all others are put up for rent. Dwarves will pay rent on their current [[room]] and, if they cannot pay, will be evicted and must find a cheaper place to sleep.  Make sure you have enough low-price rooms available (or at least [[bed]]s in the [[barracks]]).  The rental price can be seen when selecting the room with {{K|q}}; this figure is based on the total worth of [[furniture]], [[smoothing]] and [[decoration]], etc. in that room.&lt;br /&gt;
*: Inexpensive rooms can be made fairly easily by placing multiple beds close together and declaring overlapping rooms from each of them.&lt;br /&gt;
*: You may cause all room rent to become 0 by editing \data\init\[[init.txt]]; line &amp;quot;[ZERO_RENT:YES]&amp;quot;. Rooms can become far too expensive otherwise, what with exclusively high quality furniture being produced by skilled workers, and room rent not being adjusted according to supply and demand. Note that, even with this option enabled, dwarves will still be evicted if their accounts go negative from purchasing food.&lt;br /&gt;
* [[Food]] must also be purchased.  Dwarves that cannot afford quality meals must eat something of lower value ([[plump helmet]]s or [[meat]] are common choices).  Dwarves will not starve because they cannot buy food; they just choose whatever is cheapest. In doing so, however, their account will go ''negative'' (displayed in red on their profile screen), and soon they will likely be evicted or [[Tax collector|taxed]].&lt;br /&gt;
* Whether it has any effect on the arrival of [[:category:megabeasts|megabeasts]], [[siege]] size, or other game features or challenges is unknown.&lt;br /&gt;
* Non-[[legendary]] dwarves who are not given enough work to do will receive an unhappy [[thought]] (&amp;quot;was unhappy with the lack of work last season&amp;quot;) and will request a meeting with your [[Manager]].  After they meet, the Manager will meet with the [[Mayor]] (unless they are the same dwarf) and make suggestions about job allocations. In the case of complaints from [[guild]] members (miners, carpenters, masons, metalsmiths, jewelers, and craftsdwarves), a message may appear similar to &amp;quot;&amp;lt;name&amp;gt; has taken a request from the &amp;lt;type&amp;gt; Guild.&amp;quot; and a [[mandate]] will be issued to perform a number of related jobs.&lt;br /&gt;
* Dwarves will no longer randomly perform &amp;quot;Check Chest&amp;quot; jobs on [[container]]s built in unassigned rooms.&lt;br /&gt;
* Dwarves will start randomly sleeping in [[barracks]], even if they already own their own room, and even if the barracks do not contain any beds (for example, if they are defined from a [[weapon rack]] or [[armor stand]]); no negative [[thought]]s appear to result from this.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|This page is (still) a stub.  If you've verified that's something missing or incorrect here, add it in or discuss it on the talk page!}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Economy]]&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Foarl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=73059</id>
		<title>40d:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=73059"/>
		<updated>2010-03-14T00:20:54Z</updated>

		<summary type="html">&lt;p&gt;Foarl: /* How to stop breaks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, [[dwarf|dwarves]] do have days off; sooner or later, all dwarves will go '''on break''' for some time.  There is nothing you can do to stop it happening, but at least it's less annoying than [[parties]]. A dwarf will still go on a break even if they hadn't been doing any work at the time.&lt;br /&gt;
&lt;br /&gt;
Technically, a break is different from [[eat]]ing or [[Drink#Consumption|drinking]] or [[sleep]]ing - but the result is often the same - your dwarves leave their current activity (sometimes in mid-[[job]], dropping any materials where they stand) and walk to where they can take their &amp;quot;break&amp;quot;, in whatever form. (See [[meeting area]].)&lt;br /&gt;
&lt;br /&gt;
==How to stop breaks==&lt;br /&gt;
They will take more breaks if they are thirsty or have no access to [[alcohol]]. Give them lots of booze to keep them active.&lt;br /&gt;
&lt;br /&gt;
You can cancel dwarves' breaks by [[draft]]ing them into the military and then immediately releasing them. This causes an unhappy [[thought]] if the dwarf has no military [[skill]]s at novice or better. Some players consider this an [[exploit]], while others think it is balanced by the unhappy thought.  If all your dwarves have novice in even a single military skill, however, there will be no unhappy thought.  You could rationalize this as having &amp;quot;military culture&amp;quot; at your fort if you wanted, but it's definitely an exploit which Toady has acknowledged.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Foarl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=73058</id>
		<title>40d:On break</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:On_break&amp;diff=73058"/>
		<updated>2010-03-14T00:20:38Z</updated>

		<summary type="html">&lt;p&gt;Foarl: /* How to stop breaks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, [[dwarf|dwarves]] do have days off; sooner or later, all dwarves will go '''on break''' for some time.  There is nothing you can do to stop it happening, but at least it's less annoying than [[parties]]. A dwarf will still go on a break even if they hadn't been doing any work at the time.&lt;br /&gt;
&lt;br /&gt;
Technically, a break is different from [[eat]]ing or [[Drink#Consumption|drinking]] or [[sleep]]ing - but the result is often the same - your dwarves leave their current activity (sometimes in mid-[[job]], dropping any materials where they stand) and walk to where they can take their &amp;quot;break&amp;quot;, in whatever form. (See [[meeting area]].)&lt;br /&gt;
&lt;br /&gt;
==How to stop breaks==&lt;br /&gt;
They will take more breaks if they are thirsty or have no access to [[alcohol]]. Give them lots of booze to keep them active.&lt;br /&gt;
&lt;br /&gt;
You can cancel dwarves' breaks by [[draft]]ing them into the military and then immediately releasing them. This causes an unhappy [[thought]] if the dwarf has no military [[skill]]s at novice or better. Some players consider this an [[exploit]], while others think it is balanced by the unhappy thought.  If all your dwarves have novice in even a single military skill, however, there will be no unhappy thought.  You could rationalize this as having &amp;quot;military culture&amp;quot; at your fort if you wanted, but it's definitely an exploit which Toady has aknowledged.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Foarl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=72800</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=72800"/>
		<updated>2010-03-11T15:32:47Z</updated>

		<summary type="html">&lt;p&gt;Foarl: /* Desalinization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small [[building]] that can lift liquids ([[water]] or [[magma]]) from one level below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a [[pressure]] equal to the exit [[z-level]] - a pump never &amp;quot;forces&amp;quot; water to a higher [[z-level]] than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a [[block]], and a [[pipe]] section. The construction itself is completed in two stages. First a dwarf with the [[architect]] labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be [[carpentry]], [[metalsmithing]], or [[masonry]], depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See [[pressure]]; see [[Screw_pump#Pumping_up_multiple_levels|Pump stack]]). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the [[pump operator]] stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Altho' the &amp;quot;liquid&amp;quot; is shown as blue, this can work for [[magma]] as well, with the [[magma-safe|appropriate precautions]].)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement only by using {{k|q}}uery over or near that pump.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a grate, floor bars, or a [[construction|constructed]] fortification on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a [[gear assembly]] linked to a [[lever]] to disconnect the [[power]].&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no [[axle]] or [[mechanism]] is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a [[lever]] or [[pressure plate]]) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See [[Pressure]])&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. &lt;br /&gt;
** Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|(See numbered comments, left)]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions, also known as a '''pump stack'''. The first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South again, ad infinitum. Make sure to fully surround the area the water will fill with walls, including diagonals, or water will leak out very fast.&lt;br /&gt;
&lt;br /&gt;
Adjacent pumps automatically transmit mechanical power. If the pumps are &amp;quot;open&amp;quot; (that is, built on channeled tiles) to each other across z-levels, then a stack only requires (sufficient) power to be transferred to one pump. All others will be powered by association with the first. You can transmit power to each pump by simply channeling out the floor at the front (aka output side).&lt;br /&gt;
&lt;br /&gt;
'''See diagram, right'' &lt;br /&gt;
This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
:#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
:#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
:#Top view of the entire pump stack, 4 tiles long (plus retaining walls and access, optional).&lt;br /&gt;
:#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
:#Solution for a freestanding tower - fire escape! You can also consolidate the up and downstairs into a single up/down stair tile. Just build these on top of each other, flipping horizontally each time. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# In this example the power is brought back up to the surface for pumping straight from a river. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===No retaining walls===&lt;br /&gt;
So long as the fluid is not dumped onto a floor tile*, a pump stack does not ''need'' retaining walls to hold the fluid in as it gets moved up - a powered pump will suck 100% of the water in the tile below it up the instant it shows up there.  So, as long as it's all powered '''and''' there's always room for the liquid to go, it's good.  However, once the power is shut off or the topmost output tile is blocked, all those tiles full of water (or magma!) flow normally.&lt;br /&gt;
&lt;br /&gt;
:''(* when a liquid is sitting on a floor tile, it has a chance to spread out to adjacent tiles)''&lt;br /&gt;
&lt;br /&gt;
A combination of walls and (locked) doors can serve as retaining walls when necessary, and are sometimes faster and easier to (de)construct.&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
=====Attribute gain=====&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers. (See [[cross-training]].)&lt;br /&gt;
&lt;br /&gt;
=====Desalinization=====&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.  Constructed walls and floor are not shown.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with natural walls or natural floors, other saltwater, or passes through a saltwater [[aquifier]] level (even if that has been sealed by [[smoothing]]), the water will be ''re''salinated.  So any freshwater cistern (tanks) must be entirely constructed to the full level of the water, with no natural floors or walls that will come in contact with the de-salinated water.&lt;br /&gt;
&lt;br /&gt;
*Note* This seems suspiciously like a bug if you notice that *any* natural ground re-salinates the water.&lt;br /&gt;
&lt;br /&gt;
=====Plumbing management=====&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
=====Power transfer through walls=====&lt;br /&gt;
Screw pumps can also be built as a means of transmitting mechanical power from one side of a wall to the other without allowing creatures or liquids to pass through. Simply replace one square of the wall with the impassable square of the pump, and connect axles or gear assemblies to the pump on either side of the wall. If containing fluids, of course make sure that the pump is pumping into the submerged area, not out of it.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Video tutorial on [http://mkv25.net/dfma/movie-1553-howtode-saltsaltwaterintodrinkingwater How to desalt salt water]&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Foarl</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=64720</id>
		<title>40d:Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barrel&amp;diff=64720"/>
		<updated>2010-03-06T21:41:10Z</updated>

		<summary type="html">&lt;p&gt;Foarl: /* Metal versus Wooden */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Barrels''' are storage units that, like [[bins]] and [[bags]], conserve stockpile space by containing 10 items of the same type (for exceptions, see the ''Mix Food'' and ''Storage Quirk'' sections). They can be made out of [[wood]] or [[metal]].  Making a barrel from wood requires one [[log]], and making a barrel from metal requires three [[bar|bars]] of the same type.&lt;br /&gt;
&lt;br /&gt;
==Specific Uses==&lt;br /&gt;
*Stores the following materials:&lt;br /&gt;
**[[farming|Plants]]&lt;br /&gt;
**[[Seeds]]&lt;br /&gt;
**[[Alcohol]]&lt;br /&gt;
**[[Extracts]]&lt;br /&gt;
**[[fishing|Fish]]&lt;br /&gt;
**[[Fat]]&lt;br /&gt;
**[[Tallow]]&lt;br /&gt;
**[[Prepared meals]]&lt;br /&gt;
&lt;br /&gt;
*Used in the construction of a dyer's shop and the ashery.&lt;br /&gt;
&lt;br /&gt;
==Metal versus Wooden==&lt;br /&gt;
'''Metal'''&lt;br /&gt;
*A very practical use for bars in overabundance.&lt;br /&gt;
*If you're short on wood (due to fortress placement on a [[tundra]], for instance), you can use metal barrels and apply your wood elsewhere, assuming you have an alternate fuel source such as coal or magma to power your smelters.&lt;br /&gt;
*Do not catch on fire. If fire is brought to your food stockpile made of wood, you can find yourself with a starvation pandemic.&lt;br /&gt;
*10x more effective at deterring [[vermin]] that can disgust your dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
*Wood is often more prevalent and easier to obtain than metal.&lt;br /&gt;
*Metal barrels require 3 bars, while wooden barrels only need 1 log. This is the main factor as to why wood barrels are the much more popular choice.&lt;br /&gt;
*[[Caravans]] do not stock metal barrels.&lt;br /&gt;
&lt;br /&gt;
==Viewing Contents==&lt;br /&gt;
To see the '''contents''' of a barrel (or bin), use the {{k|k}} key to open the look menu. Once over the target, use {{k|+}} &amp;amp; {{k|-}} to scroll up or down the tile's list until the barrel in question is highlighted. Press {{k|enter}} to see its contents. If you wish to view a specific item, the same process can be applied to that menu. You can [[forbid|{{k|f}}orbid]]/[[dump|{{k|d}}ump]] a single item only if you are viewing that item's page. If you are still in the menu with the list of the barrel's contents, you will affect the container itself (and, by inheritance, everything inside it).&lt;br /&gt;
&lt;br /&gt;
==Mix Food==&lt;br /&gt;
If the &amp;quot;Mix Food&amp;quot; toggle is on (from the {{k|o}}rders menu - default is on), then dwarves will store similar food into the same barrel, resulting in &amp;quot;Plant Barrel&amp;quot;, &amp;quot;Meat Barrel&amp;quot;, etc. Turning off this toggle will force the dwarves to store food more explicitly (&amp;quot;Plump Helmet Barrel&amp;quot;, etc.), demanding more barrels. Turning off &amp;quot;Mix Food&amp;quot; is primarily useful if you have [[stockpile]]s that specialize based on plant type; for instance, a [[pig tail]] stockpile near the weaver, a [[cave wheat]] stockpile near the mill, etc.&lt;br /&gt;
&lt;br /&gt;
==Storage Quirks==&lt;br /&gt;
Each barrel normally has a capacity of 10 items. Exceptions are [[alcohol]], where a barrel stores as much as can be squeezed in from a single plant stack, [[seed]]s, which can be stored in bags which in turn are stored in barrels, and [[milk]] and [[lye]], which can hold up to 100 units. If you have a stack of more than 10 items (typically [[prepared meal]]s), it will not be stored in a barrel.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Foarl</name></author>
	</entry>
</feed>